"DebugOptions"
{

// 5px border
// 150px wide
// 18px tall
// 2px gap

// width
// 152px per column
// 477 // Fits 3
// 629 // Fits 4
// 781 // Fits 5
// 933 // Fits 6

// height
// 20px per row
// 380 // Fits 14
// 400 // Fits 15
// 500 // Fits 20

width	629 // Fits 4
height	400 // Fits 15

"Misc" // Miscellaneous
{
	"Show Budget Panel"
		{command	+showbudget}
	"Hide Budget Panel"
		{command	-showbudget}
	"Budget Panel Full"
		{command	"budget_panel_x 20;
				budget_panel_y 20;
				budget_panel_width 1024;
				budget_panel_height 1024;
				budget_bargraph_range_ms 8.333333; // 120 fps (8 1/3 ms)
				budget_history_numsamplesvisible 500;
				budget_show_averages 1"}
	"Show Tex Budget Panel"
		{command	+showbudget_texture}
	"Hide Tex Budget Panel"
		{command	-showbudget_texture}
	"Tex Budget Panel Full"
		{command	"texture_budget_panel_x 20;
				texture_budget_panel_y 45;
				texture_budget_panel_width 768;
				texture_budget_panel_height 768"}
	"Tex Budget Global"
		{togglecvar	texture_budget_panel_global}
	"Show Texture List"
		{command	+mat_texture_list}
	"VGUI Hierarchy"
		{togglecvar	vgui_drawtree}
	"VGUI Keyboard Focus"
		{togglecvar	vgui_drawkeyfocus}
	"Reload Scheme"
		{command	hud_reloadscheme}
	"Show VProf Panel"
		{command	+showvprof}
	"Hide VProf Panel"
		{command	-showvprof}
	"VProf Graph"
		{togglecvar	vprof_graph}
	"Model Stats Overlay"
		{incrementcvar	"r_drawmodelstatsoverlay 0 2 1"}
	"Entity Report"
		{togglecvar	cl_entityreport}
	"Fog UI"
		{command	fogui}
	"Performance UI"
		{command	perfui}
	"Color Correction UI"
		{command	colorcorrectionui}
	"Start Visual Benchmark"
		{command	perfvisualbenchmark}
	"Abort Visual Benchmark"
		{command	perfvisualbenchmark_abort}
	"Enable Pose Debugger"
		{command	+posedebug}
	"Disable Pose Debugger"
		{command	-posedebug}
	"Demo Player"
		{command	demoui}
	"Advanced Demo Player"
		{command	demoui2}
	"Bug Reporter"
		{command	bug}
	"Shake Screen"
		{command	shake}
	"Stop All Shakes"
		{command	shake_stop}
	"Show Shakes"
		{togglecvar	shake_show}
	"Spew Host Speeds"
		{togglecvar	host_speeds}
	"Show Prediction Errors"
		{incrementcvar	"cl_showerror 0 2 1"}
	"Prediction List"
		{incrementcvar	"cl_predictionlist 0 2 1"}
//	"Prediction Entity Dump"
//		{incrementcvar	"cl_pdump -1 511 1"}
	"Debug Fish"
		{togglecvar	fish_debug}
	"Freeze Fish"
		{togglecvar	fish_dormant}
	"Mass Report"
		{togglecvar	sv_massreport}
	"Firstperson"
		{command	firstperson}
	"Thirdperson"
		{command	thirdperson}
	"Thirdperson Shoulder"
		{command	thirdpersonshoulder}
	"Show Cam Angles"
		{togglecvar	cam_showangles}
	"Test Freeze Frame"
		{command	test_freezeframe}
	"Visualize +use"
		{togglecvar	sv_debug_player_use}
	"Weapon Proficiency"
		{togglecvar	weapon_showproficiency}
	"Cl Precache Info"
		{command	cl_precacheinfo}
	"Cl Precache Info Model"
		{command	"cl_precacheinfo modelprecache"}
	"Cl Precache Info Decal"
		{command	"cl_precacheinfo decalprecache"}
	"Cl Precache Info Sound"
		{command	"cl_precacheinfo soundprecache"}
	"Cl Precache Info Generic"
		{command	"cl_precacheinfo genericprecache"}
	"Sv Precache Info"
		{command	sv_precacheinfo}
	"Dump String Tables"
		{command	dumpstringtables}
	"Dump Gm String Table"
		{command	dumpgamestringtable}
	"Clear Decals"
		{command	r_cleardecals}
	"Clear Decals Permanent"
		{command	"r_cleardecals permanent"}
	"Flush LoDs"
		{command	r_flushlod}
	"Update Add-on Paths"
		{command	update_addon_paths}
	"Unload All Add-ons"
		{command	unload_all_addons}
}
"Prnt" // Print
{
	"Developer Msg Level"
		{incrementcvar	"developer 0 2 1"}
	"Con Lines Overlay 0-90"
		{incrementcvar	"contimes 0 88 8"}
//		{command	"toggle contimes 0 8 60 90"}
	"Clear Console"
		{command	clear}
	"List Non-Default CVars"
		{command	differences}
	"List All CVar Flags"
		{command	findflags}
	"CVar List"
		{command	cvarlist}
	"Log to console.log"
		{command	"con_logfile console.log"}
	"Log Dump Channels"
		{command	log_dumpchannels}
	"Log All Level All"
		{command	"log_level -tag_none all"}
	"Log All Level Warning"
		{command	"log_level -tag_none warning"}
	"Log All Level Error"
		{command	"log_level -tag_none error"}
	"Log All Level Off"
		{command	"log_level -tag_none off"}
	"Log All Color Example"
		{command	"log_color -tag_none FFC08040"}
	"Log All Flags Disabled"
		{command	"log_flags -tag_none -consoleonly;
				log_flags -tag_none -donotecho"}
	"Disable Cheats"
//		{togglecvar	sv_cheats}
		{incrementcvar	"sv_cheats 0 1 1"}
	"Show FPS"
		{incrementcvar	"cl_showfps 0 4 1"}
	"Show Position"
		{incrementcvar	"cl_showpos 0 2 1"}
	"Show Network Graph"
		{incrementcvar	"net_graph 0 4 1"}
	"Client Show Events"
		{incrementcvar	"cl_showevents 0 2 1"}
	"Network Show Events"
		{incrementcvar	"net_showevents 0 2 1"}
	"Display Game Events"
		{togglecvar	display_game_events}
	"Dump Event Queue"
		{command	dumpeventqueue}
	"Dump Game Event Stats"
		{command	net_dumpeventstats}
	"Print Version"
		{command	version}
	"List File Sys Path"
		{command	path}
	"File Sys Warning Level"
		{incrementcvar	"fs_warning_level 0 6 1"}
	"Print Server Stats"
		{command	stats}
	"Display Status"
		{command	status}
	"Display Ping"
		{command	ping}
	"Print Plugins"
		{command	plugin_print}
	"Decal Info"
		{command	r_printdecalinfo}
	"Print Color Correction"
		{command	print_colorcorrection}
	"Print Memory Stats"
		{command	memory}
	"Dump Memory Stats"
		{command	star_memory}
	"Print Vtx + Px Shaders"
		{command	mat_spewvertexandpixelshaders}
	"Getpos"
		{command	getpos}
	"Getpos 2"
		{command	"getpos 2"}
	"Getpos Exact"
		{command	getpos_exact}
	"Spec Pos"
		{command	spec_pos}
	"Spec Pos 2"
		{command	"spec_pos 2"}
	"Current Mat Sys Config"
		{command	mat_configcurrent}
	"Show Mat Sys Info"
		{command	mat_info}
	"Show Net Channel Info"
		{command	net_channels}
	"Debug Pixel Visibility"
		{command	pixelvis_debug}
	"Debug Fog Volume"
		{togglecvar	fog_volume_debug}
	"Show Entities"
		{command	cl_showents}
	"Cast Ray"
		{command	cast_ray}
	"Cast Hull"
		{command	cast_hull}
	"Surface Properties"
		{command	surfaceprop}
	"Show Server Tags"
		{command	sv_showtags}
	"Report HW Morph Mem"
		{command	mat_reporthwmorphmemory}
	"Dump Entity Factories"
		{command	dumpentityfactories}
	"List Max Players"
		{command	maxplayers}
	"Ground Entity List"
		{command	groundlist}
	"List Loaded Models"
		{command	listmodels}
	"Get Server Game Time"
		{command	server_game_time}
	"List Recent NPC Speech"
		{command	listrecentnpcspeech}
}
"Game" // Game
{
	"FoV 75-90"
		{command	"toggle fov_desired 75 90"}
	"Viewmodel FoV 54-75"
		{command	"toggle viewmodel_fov 54 70"}
	"Add Cloaked"
		{command	"addcond 4"}
	"Remove Cloaked"
		{command	"removecond 4"}
//		{command	"addcond 4 0"}
	"Add Invulnerable"
		{command	"addcond 5"}
	"Remove Invulnerable"
		{command	"removecond 5"}
	"Add Crit Boosted"
		{command	"addcond 11"}
	"Remove Crit Boosted"
		{command	"removecond 11"}
	"Force Stalemate"
		{command	"mp_forcewin 0"}
	"Force Win Red"
		{command	"mp_forcewin 2"}
	"Force Win Blue"
		{command	"mp_forcewin 3"}
	"Scramble Teams"
		{command	mp_scrambleteams}
	"Switch Teams"
		{command	mp_switchteams}
	"Friendly Fire"
		{togglecvar	mp_friendlyfire}
	"Force Respawn All"
		{command	mp_forcerespawnplayers}
	"Show Respawn Times"
		{command	mp_showrespawntimes}
	"Show Spawn Points"
		{command	map_showspawnpoints}
	"Debug Flames"
		{togglecvar	tf_debug_flamethrower}
	"Turbo Physics"
		{togglecvar	sv_turbophysics}
	"Infinite Ammo"
		{togglecvar	sv_infinite_ammo}
	"SFM Diagnostics"
		{command	sfm_diagnostics}
	"SFM Memory"
		{command	sfm_memory}
	"Flashlight"
		{command	"impulse 100"}
	"Refill Health and Ammo"
		{command	"impulse 101"}
	"Spawn Gib"
		{command	"impulse 102"}
	"Print AI State"
		{command	"impulse 103"}
	"Print Entity Info"
		{command	"impulse 106"}
	"Print Material"
		{command	"impulse 107"}
	"Start NPC Debugging"
		{command	"impulse 108"}
	"Play Viewmodel Holster"
		{command	"impulse 200"}
	"Spray Paint Image"
		{command	"impulse 201"}
	"Play Custom Sound"
		{command	"impulse 202"}
	"Remove Entity"
		{command	"impulse 203"}
}
"Rndr" // Renderer
{
	"Wireframe"
		{incrementcvar	"mat_wireframe 0 3 1"}
	"Fullbright"
		{incrementcvar	"mat_fullbright 0 2 1"}
	"Draw World"
		{incrementcvar	"r_drawworld 0 2 1"}
	"Hide Opaque World"
		{togglecvar	r_drawopaqueworld}
	"Hide Trans World"
		{togglecvar	r_drawtranslucentworld}
	"Hide Detail Brushes"
		{togglecvar	r_drawfuncdetail}
	"Hide Displacements"
		{togglecvar	r_drawdisp}
	"Show Walkable Disps"
		{togglecvar	r_dispwalkable}
	"Show Buildable Disps"
		{togglecvar	r_dispbuildable}
	"Draw Clip Brushes"
		{incrementcvar	"r_drawclipbrushes 0 2 1"}
	"Visualize Leaves"
		{incrementcvar	"mat_leafvis 0 3 1"}
	"Draw Leaves Mask"
		{incrementcvar	"mat_leafvis_draw_mask -1 7 1"}
	"Freeze Leaves"
		{togglecvar	mat_freeze_leafvis}
	"Lock PVS"
		{togglecvar	r_lockpvs}
	"Disable PVS"
		{togglecvar	r_novis}
	"Show Ambient Cubes"
		{togglecvar	r_visambient}
	"Draw Light Cache"
		{incrementcvar	"r_drawlightcache 0 5 1"}
	"Light Cache Model mdl"
		{command	"toggle r_lightcachemodel -1 mdl"}
	"Draw Lights"
		{togglecvar	r_drawlights}
	"Draw Lights Info"
		{togglecvar	r_drawlightinfo}
	"Draw Beams"
		{incrementcvar	"r_drawbeams 0 2 1"}
	"Draw Mdl Light Origin"
		{togglecvar	r_drawmodellightorigin}
	"Draw Area Portals"
		{togglecvar	r_drawportals}
	"Open All Area Portals"
		{togglecvar	r_portalsopenall}
	"Close All Area Portals"
		{togglecvar	r_portalscloseall}
	"Show Viewer Areas"
		{togglecvar	r_showviewerarea}
//	"Snap Portal"
//		{incrementcvar	"r_snapportal -1 7 1"}
	"Visualize Occlusion"
		{togglecvar	r_visocclusion}
	"Spew Occlusion"
		{togglecvar	r_occlusionspew}
	"Disable Occlusion"
		{togglecvar	r_occlusion}
	"Get Skybox Tex Name"
		{command	sv_skyname}
	"Hide Skybox Texture"
		{togglecvar	r_drawskybox}
	"Hide 3D Skybox"
		{togglecvar	r_3dsky}
	"Draw Entities"
		{incrementcvar	"r_drawentities 0 3 1"}
	"Hide Opaque Rndrbls"
		{togglecvar	r_drawopaquerenderables}
	"Hide Trans Rndrbls"
		{togglecvar	r_drawtranslucentrenderables}
	"Draw Static Props"
		{incrementcvar	"r_drawstaticprops 0 2 1"}
	"Color Static Props"
		{togglecvar	r_colorstaticprops}
	"Static Prop Info"
		{incrementcvar	"r_staticpropinfo 0 4 1"}
	"Print Static Prop ID"
		{command	prop_crosshair}
	"Draw Other Models"
		{incrementcvar	"r_drawothermodels 0 2 1"}
	"Draw Brush Models"
		{incrementcvar	"r_drawbrushmodels 0 2 1"}
	"Draw Detail Props"
		{incrementcvar	"r_drawdetailprops 0 2 1"}
	"Draw Sprites"
		{incrementcvar	"r_drawsprites 0 2 1"}
	"Hide Ropes"
		{togglecvar	r_drawropes}
	"Shake Ropes"
		{togglecvar	rope_shake}
	"Show Cubemaps"
		{togglecvar	r_showenvcubemap}
	"Hide Overlays"
		{togglecvar	r_renderoverlayfragment}
	"Overlay Wireframe"
		{togglecvar	r_overlaywireframe}
	"Draw Decals"
		{incrementcvar	"r_drawdecals 0 2 1"}
	"Mdl Decal Wireframe"
		{togglecvar	r_modelwireframedecal}
	"Hide VGUI (!)"
		{togglecvar	r_drawvgui}
	"Hide HUD"
		{togglecvar	cl_drawhud}
	"Debug Viewmodel"
		{togglecvar	vm_debug}
	"Hide Viewmodel"
		{togglecvar	r_drawviewmodel}
	"VPhysics Wireframe"
		{togglecvar	vcollide_wireframe}
	"Clear Back Buffer"
		{togglecvar	gl_clear}
	"Clear Bk Bffr Random"
		{togglecvar	gl_clear_randomcolor}
}
"Rndr2" // Renderer 2
{
	"Toggle Triggers"
		{command	showtriggers_toggle}
	"dispenser_touch_trigger"
		{command	"showtriggers_toggle dispenser_touch_trigger"}
	"func_capturezone"
		{command	"showtriggers_toggle func_capturezone"}
	"func_nobuild"
		{command	"showtriggers_toggle func_nobuild"}
	"func_regenerate"
		{command	"showtriggers_toggle func_regenerate"}
	"func_respawnroom"
		{command	"showtriggers_toggle func_respawnroom"}
	"trigger_capture_area"
		{command	"showtriggers_toggle trigger_capture_area"}
	"trigger_hurt"
		{command	"showtriggers_toggle trigger_hurt"}
	"trigger_multiple"
		{command	"showtriggers_toggle trigger_multiple"}
	"trigger_once"
		{command	"showtriggers_toggle trigger_once"}
	"trigger_push"
		{command	"showtriggers_toggle trigger_push"}
	"trigger_soundscape"
		{command	"showtriggers_toggle trigger_soundscape"}
	"Get Shadow Info"
		{command	"r_shadowdir;
				r_shadowangles;
				r_shadowcolor;
				r_shadowdist;
				r_shadowblobbycutoff"}
	"Shdws Shorten Factor"
		{incrementcvar	"r_shadow_shortenfactor 1 2 1"}
	"Shadow Wireframe"
		{togglecvar	r_shadowwireframe}
	"Shadow IDs"
		{togglecvar	r_shadowids}
	"Spew Dirty Shadows"
		{togglecvar	r_shadow_debug_spew}
	"Dbg Wrld Light Shdws"
		{togglecvar	r_shadowfromworldlights_debug}
	"Disable Shadows"
		{togglecvar	r_shadows}
	"Disable RtT Shadows"
		{togglecvar	r_shadowrendertotexture}
	"Show Particles BBox"
		{togglecvar	cl_particles_show_bbox}
	"Show Ptcls Ctrl Points"
		{togglecvar	cl_particles_show_controlpoints}
	"Dump Ptcl Effect Sys"
		{command	cl_particles_dump_effects}
	"Dump All Ptcl Sys"
		{command	cl_particles_dumplist}
	"Reduce Particles"
		{togglecvar	mat_reduceparticles}
	"Hide Particles"
		{togglecvar	r_drawparticles}
	"Spew Water Info"
		{togglecvar	r_debugcheapwater}
	"Get Cheap Water Info"
		{command	"r_cheapwaterstart;
				r_cheapwaterend"}
	"Force Expensive"
		{togglecvar	r_waterforceexpensive}
	"Force Reflect Entities"
		{togglecvar	r_waterforcereflectentities}
	"Disable Refraction"
		{togglecvar	r_waterdrawrefraction}
	"Disable Reflection"
		{togglecvar	r_waterdrawreflection}
	"Hide Water"
		{togglecvar	mat_drawwater}
	"Disable Clip Z"
		{togglecvar	mat_clipz}
	"Dbg Jiggle Bones"
		{togglecvar	cl_jiggle_bone_debug}
	"Dbg Jgl Bones Pitch"
		{togglecvar	cl_jiggle_bone_debug_pitch_constraints}
	"Dbg Jgl Bones Yaw"
		{togglecvar	cl_jiggle_bone_debug_yaw_constraints}
	"Invert Jiggle Bones"
		{togglecvar	cl_jiggle_bone_invert}
	"Disable Jiggle Bones"
		{togglecvar	r_jiggle_bones}
	"Skin"
		{incrementcvar	"r_skin 0 15 1"}
	"Skeleton Wireframe"
		{togglecvar	enable_skeleton_draw}
	"Disable Mdl Fast Path"
		{togglecvar	cl_modelfastpath}
	"Skip Fast Path"
		{togglecvar	cl_skipfastpath}
	"Skip Slow Path"
		{togglecvar	cl_skipslowpath}
	"Slow Path Wireframe"
		{togglecvar	r_slowpathwireframe}
	"Show Depth Buffer"
		{togglecvar	r_depthoverlay}
	"Draw Render Boxes"
		{togglecvar	r_drawrenderboxes}
	"Partition Level"
		{incrementcvar	"r_partition_level -1 3 1"}
	"Visualize Traces"
		{togglecvar	r_visualizetraces}
	"Enable Vignette"
		{togglecvar	mat_vignette_enable}
	"No Rendering (!)"
		{togglecvar	mat_norendering}
}
"Mat" // Material System
{
	"Queue Mode"
		{incrementcvar	"mat_queue_mode -1 2 1"}
	"Reload All Materials"
		{command	mat_reloadallmaterials}
	"Reload All Textures"
		{command	mat_reloadtextures}
	"Print Used Materials"
		{command	mat_showmaterials}
//	"Print Used Materials Verbose"
//		{command	mat_showmaterialsverbose}
	"Print Used Textures"
		{command	mat_showtextures}
	"Show Normal Maps"
		{togglecvar	mat_normalmaps}
	"Fast No Normal Maps"
		{togglecvar	mat_fastnobump}
	"Disable Normal Maps"
		{togglecvar	mat_bumpmap}
	"Fast No Specularity"
		{togglecvar	mat_fastspecular}
	"Disable Specularity"
		{togglecvar	mat_specular}
	"Disable Phong"
		{togglecvar	mat_phong}
	"Show Luxels"
		{togglecvar	mat_luxels}
	"No Avg Lightmaps"
		{togglecvar	r_avglightmap}
	"Show Lightmap Page"
		{incrementcvar	"mat_showlightmappage -1 15 1"}
	"Light Crosshair"
		{command	light_crosshair}
	"No Filter Lightmaps"
		{togglecvar	mat_filterlightmaps}
	"No Filter Textures"
		{togglecvar	mat_filtertextures}
	"Show Mipmapping Levels"
		{incrementcvar	"mat_showmiplevels 0 2 1"}
	"Disable Mipmapping"
		{togglecvar	mat_mipmaptextures}
	"Show Low-Res Image"
		{togglecvar	mat_showlowresimage}
	"Report HDR Status"
		{command	mat_hdr_enabled}
	"HDR Histogram"
		{togglecvar	mat_show_histogram}
	"HDR Demo HUD"
		{togglecvar	mat_show_ab_hdr_hudelement}
	"Disable Bloom"
		{togglecvar	mat_disable_bloom}
	"Debug Bloom"
		{togglecvar	mat_debug_bloom}
	"Show Normals"
		{togglecvar	mat_normals}
	"Show Bump Basis"
		{togglecvar	mat_bumpbasis}
	"Proxies Normal"
		{command	"mat_proxy 0"}
	"Proxies Disable"
		{command	"mat_proxy 1"}
	"Proxies Alpha Mod All"
		{command	"mat_proxy 2"}
	"Proxies Color Mod All"
		{command	"mat_proxy 3"}
	"Surface ID"
		{incrementcvar	"mat_surfaceid 0 2 1"}
	"Surface Material"
		{togglecvar	mat_surfacemat}
	"Lighting Preview Mode"
		{incrementcvar	"mat_lpreview_mode -1 3 1"}
	"Water Overlay"
		{togglecvar	mat_showwatertextures}
	"Water Ovl Size 128-512"
		{command	"toggle mat_wateroverlaysize 128 256 512"}
	"Frame Buffer Overlay"
		{togglecvar	mat_showframebuffertexture}
	"FB Ovl Size 128-1024"
		{command	"toggle mat_framebuffercopyoverlaysize 128 256 512 1024"}
	"Cam RT Overlay"
		{togglecvar	mat_showcamerarendertarget}
	"Cam RT Ovl Size 128-1024"
		{command	"toggle mat_camerarendertargetoverlaysize 128 256 512 1024"}
	"Shadow Overlay"
		{togglecvar	cl_drawshadowtexture}
	"Shdw Ovl Size 256-1024"
		{command	"toggle cl_shadowtextureoverlaysize 256 512 1024"}
	"Hue Sat Val Color Mdl"
		{togglecvar	mat_hsv}
	"Y′UV Color Mdl"
		{togglecvar	mat_yuv}
	"Get Screen Overlay"
		{command	r_screenoverlay}
	"Clear Screen Overlay"
		{command	"r_screenoverlay off"}
	"Smoke Fog Overlay"
		{togglecvar	cl_overdraw_test}
	"Reverse Depth"
		{togglecvar	mat_reversedepth}
	"Buffer Primitives"
		{togglecvar	mat_bufferprimitives}
	"Draw Flat"
		{togglecvar	mat_drawflat}
	"Software Lighting"
		{togglecvar	mat_softwarelighting}
//	"Enable Stub Mat Sys"
//		{togglecvar	mat_stub}
	"Show Fillrate (!)"
		{togglecvar	mat_fillrate}
	"Measure Fillrate (!)"
		{togglecvar	mat_measurefillrate}
	"Studio Model Stats"
		{incrementcvar	"r_studio_stats 0 2 1"}
	"Mat Crosshair"
		{command	mat_crosshair}
	"Print Mat Crosshair"
		{command	mat_crosshair_printmaterial}
	"Reload Mat Crosshair"
		{command	mat_crosshair_reloadmaterial}
	"Open Mat in Editor"
		{command	mat_crosshair_edit}
	"Open Mat in Explorer"
		{command	mat_crosshair_explorer}
}
"Snd" // Sound System
{
	"Show Sounds"
		{incrementcvar	"snd_show 0 2 1"}
	"Visualize Sounds"
		{togglecvar	snd_visualize}
	"Show Start"
		{incrementcvar	"snd_showstart 0 5 1"}
	"Show Class Name"
		{togglecvar	snd_showclassname}
	"Debug Soundscapes"
		{togglecvar	soundscape_debug}
	"Flush Soundscapes"
		{command	cl_soundscape_flush}
	"Stop Soundscape"
		{command	stopsoundscape}
	"Print Soundscape Info"
		{command	cl_soundscape_printdebuginfo}
	"Dump Client Sndscp Data"
		{command	soundscape_dumpclient}
	"Debug Gain Curve"
		{togglecvar	snd_debug_gaincurve}
	"Dump Client Sounds"
		{command	snd_dumpclientsounds}
	"Sound Info"
		{command	soundinfo}
	"List All Sounds"
		{command	soundlist}
	"Sndscp Messages"
		{togglecvar	soundscape_message}
	"Debug Automatic DSP"
		{togglecvar	adsp_debug}
	"Trace Sound Emitter"
		{incrementcvar	"sv_soundemitter_trace -1 1 1"}
	"Display Sound List"
		{togglecvar	displaysoundlist}
	"Flush Async Sounds"
		{command	snd_async_flush}
	"Print Async Memory"
		{command	snd_async_showmem}
	"Print Async Mem Sum"
		{command	snd_async_showmem_summary}
	"Print Async Mem Music"
		{command	snd_async_showmem_music}
	"Report Sound Patches"
		{command	report_soundpatch}
}
"Ent" // Entity
{
	"Clear Dbg Overlays"
		{command	clear_debug_overlays}
	"Disable Dbg Overlays"
		{togglecvar	enable_debug_overlays}
	"Dbg Overlays Full Pos"
		{togglecvar	debug_overlay_fullposition}
	"Noclip"
		{command	noclip}
	"Disable Spec Noclip"
		{togglecvar	sv_specnoclip}
	"Notarget"
		{command	notarget}
	"God Mode"
		{command	god}
	"Buddha Mode"
		{command	buddha}
	"Picker"
		{command	picker}
	"Messages Crosshair"
		{command	ent_messages}
	"Messages All"
		{command	"ent_messages *"}
	"Visualize IO Activity"
		{togglecvar	ent_messages_draw}
	"Text Crosshair"
		{command	ent_text}
	"Text All"
		{command	"ent_text *"}
	"Name Crosshair"
		{command	ent_name}
	"Name All"
		{command	"ent_name *"}
	"BBox Crosshair"
		{command	ent_bbox}
	"BBox All"
		{command	"ent_bbox *"}
	"Abs BBox Crosshair"
		{command	ent_absbox}
	"Abs BBox All"
		{command	"ent_absbox *"}
//	"Rndr Box Crosshair"
//		{command	ent_rbox}
//	"Rndr Box All"
//		{command	"ent_rbox *"}
	"Pivot Crosshair"
		{command	ent_pivot}
	"Pivot All"
		{command	"ent_pivot *"}
	"Attachments Crosshair"
		{command	ent_attachments}
	"Attachments All"
		{command	"ent_attachments *"}
	"Eye Pos Crosshair"
		{command	ent_viewoffset}
	"Eye Pos All"
		{command	"ent_viewoffset *"}
	"Pause"
		{command	ent_pause}
	"Cl Abs BBox Crosshair"
		{command	cl_ent_absbox}
	"Cl BBox Crosshair"
		{command	cl_ent_bbox}
	"Cl Rndr Box Crosshair"
		{command	cl_ent_rbox}
	"Debug NPC LoS"
		{incrementcvar	"ai_debug_los 0 2 1"}
	"Clear Decals from Entity"
		{command	cl_removedecals}
	"Toggle Prop Debug"
		{command	prop_debug}
	"Show Hitboxes All"
		{command	"toggle sv_showhitboxes -1 *"}
	"Report All Entities"
		{command	report_entities}
	"Report Cl Ent Sims"
		{togglecvar	report_cliententitysim}
	"Report Cl Ent Thinking"
		{togglecvar	report_clientthinklist}
	"Report All Ent Thinking"
		{command	report_simthinklist}
	"List Touch Links"
		{command	report_touchlinks}
	"Spew Touch Links"
		{togglecvar	debug_touchlinks}
}
"Nav" // Navigation Mesh
{
	"Edit Mode"
		{togglecvar	nav_edit}
	"Area Info Dur 0.5-5"
		{command	"toggle nav_show_area_info 0.5 5"}
	"Show Compass"
		{togglecvar	nav_show_compass}
	"Show Potential Vis"
		{togglecvar	nav_show_potentially_visible}
	"Show Player Counts"
		{togglecvar	nav_show_player_counts}
	"Show Light Intensity"
		{togglecvar	nav_show_light_intensity}
	"Snap to Grid"
		{incrementcvar	"nav_snap_to_grid 0 3 1"}
	"Disable Quicksave"
		{togglecvar	nav_quicksave}
	"GENERATE!"
		{command	nav_generate}

//	"GENERATE! Incremental"
//		{command	nav_generate_incremental}
//	"Generate Fence Tops"
//		{togglecvar	nav_generate_fencetops}
//	"Mark"
//		{command	nav_mark}
//	"Unmark"
//		{command	nav_unmark}
//	"Connect"
//		{command	nav_connect}
//	"Disconnect"
//		{command	nav_disconnect}
//	"Splice"
//		{command	nav_splice}
//	"Split"
//		{command	nav_split}
//	"Merge"
//		{command	nav_merge}
//	"Analyze"
//		{command	nav_analyze}
//	"Save"
//		{command	nav_save}
//	"Load"
//		{command	nav_load}
//	"Make Props Solid"
//		{togglecvar	nav_solid_props}
//	"Mark Walkable"
//		{command	nav_mark_walkable}
//	"Clear Walkable Marks"
//		{command	nav_clear_walkable_marks}
//	"Compress IDs"
//		{command	nav_compress_id}
//	"World Center"
//		{command	nav_world_center}
//	"Delete"
//		{command	nav_delete}
//	"Delete Marked"
//		{command	nav_delete_marked}

// NEW //

//	"Toggle Selected Set"
//		{command	nav_toggle_selected_set}
//	"Store Selected Set"
//		{command	nav_store_selected_set}
//	"Recall Selected Set"
//		{command	nav_recall_selected_set}
//	"Add to Selected Set"
//		{command	nav_add_to_selected_set}
//	"Remove from Selected Set"
//		{command	nav_remove_from_selected_set}
//	"Toggle in Selected Set"
//		{command	nav_toggle_in_selected_set}
//	"Clear Selected Set"
//		{command	nav_clear_selected_set}

//	"Begin Selecting"
//		{command	nav_begin_selecting}
//	"End Selecting"
//		{command	nav_end_selecting}
//	"Begin Drag Selecting"
//		{command	nav_begin_drag_selecting}
//	"End Drag Selecting"
//		{command	nav_end_drag_selecting}
//	"Begin Drag Deselecting"
//		{command	nav_begin_drag_deselecting}
//	"End Drag Deselecting"
//		{command	nav_end_drag_deselecting}

//	"Raise Drag Volume Max"
//		{command	nav_raise_drag_volume_max}
//	"Lower Drag Volume Max"
//		{command	nav_lower_drag_volume_max}
//	"Raise Drag Volume Min"
//		{command	nav_raise_drag_volume_min}
//	"Lower Drag Volume Min"
//		{command	nav_lower_drag_volume_min}

//	"Toggle Selecting"
//		{command	nav_toggle_selecting}
//	"Begin Deselecting"
//		{command	nav_begin_deselecting}
//	"End Deselecting"
//		{command	nav_end_deselecting}
//	"Toggle Deselecting"
//		{command	nav_toggle_deselecting}

//	"Begin Shifting XY"
//		{command	nav_begin_shift_xy}
//	"End Shifting XY"
//		{command	nav_end_shift_xy}

//	"Select Invalid Areas"
//		{command	nav_select_invalid_areas}
//	"Select Blocked Areas"
//		{command	nav_select_blocked_areas}
//	"Select Obstructed Areas"
//		{command	nav_select_obstructed_areas}
//	"Select Damaging Areas"
//		{command	nav_select_damaging_areas}
//	"Select Stairs"
//		{command	nav_select_stairs}

//	"Begin Area"
//		{command	nav_begin_area}
//	"End Area"
//		{command	nav_end_area}

//	"List All Places"
//		{command	nav_use_place}
//	"List All Places Used"
//		{command	nav_place_list}
//	"Toggle Place Mode"
//		{command	nav_toggle_place_mode}

//	"Corner Select"
//		{command	nav_corner_select}
//	"Corner Place on Ground"
//		{command	nav_corner_place_on_ground}

//	"Warp to Marked"
//		{command	nav_warp_to_mark}
//	"Clear All Nav Attribs"
//		{command	wipe_nav_attributes}
}
//"Nav2" // Navigation Mesh 2
//{
//	"Toggle Crouch Attrib"
//		{command	nav_crouch}
//	"Toggle Jump Attrib"
//		{command	nav_jump}
//	"Toggle Precise Attrib"
//		{command	nav_precise}
//	"Toggle No Jump Attrib"
//		{command	nav_no_jump}
//	"Toggle Stop Attrib"
//		{command	nav_stop}
//	"Toggle Run Attrib"
//		{command	nav_run}
//	"Toggle Walk Attrib"
//		{command	nav_walk}
//	"Toggle Avoid Attrib"
//		{command	nav_avoid}
//	"Toggle Transient Attrib"
//		{command	nav_transient}
//	"Toggle No Hide Attrib"
//		{command	nav_dont_hide}
//	"Toggle Stand Attrib"
//		{command	nav_stand}
//	"Toggle No Hostages Attrib"
//		{command	nav_no_hostages}
//	"Strip"
//		{command	nav_strip}
//}
"NB" // NextBot
{
	"Stop All"
		{togglecvar	nb_stop}
	"Delete All"
		{command	nb_delete_all}
	"Move to Cursor All"
		{command	nb_move_to_cursor}
	"Select"
		{command	nb_select}
	"Warp Selected Here"
		{command	nb_warp_selected_here}
	"Stop Debugging"
		{command	nb_debug}
	"Debug Behavior"
		{command	"nb_debug behavior"}
	"Debug Look At"
		{command	"nb_debug look_at"}
	"Debug Path"
		{command	"nb_debug path"}
	"Debug Animation"
		{command	"nb_debug animation"}
	"Debug Locomotion"
		{command	"nb_debug locomotion"}
	"Debug Vision"
		{command	"nb_debug vision"}
	"Debug Hearing"
		{command	"nb_debug hearing"}
	"Debug Events"
		{command	"nb_debug events"}
	"Debug Errors"
		{command	"nb_debug errors"}
	"Debug All"
		{command	"nb_debug *"}
	"Add Simple Bot (!!!)"
		{command	simple_bot_add}
}
"!InGm" // Not In-Game
{
	"Radiosity"
		{incrementcvar	"r_radiosity 0 4 1"}
	"Show Triggers"
		{togglecvar	showtriggers}
	"No Load World Texs"
		{togglecvar	mat_loadtextures}
	"No Load Static Props"
		{togglecvar	disable_static_prop_loading}
	"Rand Static Lighting"
		{togglecvar	r_debugrandomstaticlighting}
	"Static Light Streams"
		{togglecvar	r_staticlight_streams}
	"Ambient Lighting Only"
		{togglecvar	r_ambientlightingonly}
	"Show Ladders"
		{togglecvar	sv_showladders}
	"Sv Dump S Tables"
		{togglecvar	sv_dumpstringtables}
}
}
