cl_particles_forcetraileffects 1
alias dropweapon "impulse 17"
-alias +show_info +button7
-alias -show_info -button7
+
+// support for servers still using the old centreprint MOTD
+alias +show_info0 "+button7"
+alias -show_info0 "-button7"
+alias +show_info1 "menu_showwelcomedialog"
+alias -show_info1 ""
+alias +show_info +show_info$_menu_welcome_dialog_available
+alias -show_info -show_info$_menu_welcome_dialog_available
+seta cl_welcome 1 "1: show the Welcome dialog when connecting; 0: show it only when +show_info keybind is pressed"
// merge lightmaps up to 2048x2048 textures
mod_q3bsp_lightmapmergepower 4
// player defaults
_cl_color "112.211" // same effect as 112, but menuqc can detect this as the default and not intentionally set
_cl_name ""
-seta _cl_gender 0 "storage cvar for current player gender (0 = undisclosed, 1 = male, 2 = female)"
_cl_playerskin 0
seta cl_reticle 1 "enable zoom reticles"
r_damageblur 0 // motion blur when damaged, default is 0 (removed in Xonotic)
net_slist_queriespersecond 60 // to be reduced if any major issues arise (ping times increased etc.)
+// TODO: revisit bloom settings on the GL32 renderer!
r_bloom_blur 4
-r_bloom_brighten 2
+r_bloom_brighten 1
r_bloom_colorexponent 1
-r_bloom_colorscale 1
+r_bloom_colorscale 1.5
r_bloom_colorsubtract 0.125
r_bloom_resolution 320
-r_bloom_scenebrightness 0.85
+r_bloom_scenebrightness 1
seta vid_x11_display "" "xonotic-linux-*.sh will use this to start xonotic on an other/new X display"
// This can have three possible settings:
seta cl_projectiles_sloppy 1 "sloppy projectiles, may temporarily penetrate walls"
cl_stainmaps 0
cl_particles_smoke 1
-set vid_gl20 1
-set gl_vbo 3
+gl_vbo 1 // removed in GL32 renderer
r_glsl_deluxemapping 1
r_glsl_offsetmapping 0
r_glsl_offsetmapping_lod 1
alias weapon_group_8 "impulse 8"
alias weapon_group_9 "impulse 9"
alias weapon_group_0 "impulse 14" // cycles the superweapons
-// TODO: remove after 0.8.2. Default impulse commands for 0.8.1 servers
-exec weapons.cfg
cl_curl_enabled 1
cl_curl_maxdownloads 3
seta g_waypointsprite_edgefadealpha 0.5 "alpha multiplier near the edge"
seta g_waypointsprite_edgefadedistance 50 "distance in virtual pixels from edge where to start fading"
seta g_waypointsprite_edgefadescale 1 "scale multiplier near the edge"
-seta g_waypointsprite_edgeoffset_bottom 0 "offset of how close the waypoint can be to the bottom edge of the screen"
-seta g_waypointsprite_edgeoffset_left 0 "offset of how close the waypoint can be to the left edge of the screen"
-seta g_waypointsprite_edgeoffset_right 0 "offset of how close the waypoint can be to the right edge of the screen"
-seta g_waypointsprite_edgeoffset_top 0 "offset of how close the waypoint can be to the top edge of the screen"
+seta g_waypointsprite_edgeoffset_bottom 0.06 "offset of how close the waypoint can be to the bottom edge of the screen"
+seta g_waypointsprite_edgeoffset_left 0.06 "offset of how close the waypoint can be to the left edge of the screen"
+seta g_waypointsprite_edgeoffset_right 0.06 "offset of how close the waypoint can be to the right edge of the screen"
+seta g_waypointsprite_edgeoffset_top 0.06 "offset of how close the waypoint can be to the top edge of the screen"
seta g_waypointsprite_fontsize 12
seta g_waypointsprite_itemstime 2 "show waypoints to indicate that some important items (mega health, large armor) are about to respawn: 1 when spectating, 2 even playing in warmup stage"
set g_waypointsprite_minscale 0.5
set menu_picmip_bypass 0 "bypass texture quality enforcement based on system resources, not recommended and may cause crashes!"
set menu_showboxes 0 "show item bounding boxes (debug)"
set menu_cvarlist_onlymodified 0 "show only modified cvars in the cvar list"
-set menu_force_on_disconnection 1 "force to show the menu this number of seconds after you get disconnected (0 to disable)"
+set menu_force_on_disconnection 1 "force to show the menu after you get disconnected"
+
+set _menu_credits_export 0 "set to 1 and restart the menu to export credits to credits.txt (menu will automatically reset to 0)"
+alias menu_credits_export "_menu_credits_export 1; menu_restart"
r_textbrightness 0.2
r_textcontrast 0.8
seta menu_slist_modfilter "" // set to either: !modname or modname. modname of = means "same as we are running now".
// other serverlist cvars
-seta menu_slist_categories 1
+seta menu_slist_categories 0
seta menu_slist_categories_onlyifmultiple 1
seta menu_slist_purethreshold 0
seta menu_slist_maxping 300
seta cl_loddistance1 1024
seta cl_loddistance2 3072
seta cl_playerdetailreduction 4 "the higher, the less detailed player models are displayed (LOD)"
-seta cl_modeldetailreduction 1 "the higher, the less detailed certain map models are displayed (LOD)"
+seta cl_modeldetailreduction 1 "higher values will reduce the detail of non-player and non-weapon models (LOD)"
seta cl_casings_maxcount 100 "maximum amount of shell casings (must be at least 1)"
seta cl_gibs_maxcount 100 "maximum amount of gibs (must be at least 1)"
set developer_csqcentities 0 "csqc entity spam"
seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_defaultcharacter 0)"
-seta cl_forceplayercolors 0 "make enemies look like your own color (requires server to have sv_defaultcharacter 0); 2: enable it even in teamplay (only when there is exactly one enemy team); 3: enable it only playing Duel"
+seta cl_forceplayercolors 0 "make enemies look like your own color (requires server to have sv_defaultcharacter 0); 1: in all game modes without teams (if cl_forceplayercolors_unique is 0), 2: always, 3: only in Duel, 4: only in game modes with 2 teams, 5: in team games and Duel"
+seta cl_forceuniqueplayercolors 0 "assign each enemy unique colors in all game modes without teams except duel (requires server to have sv_defaultcharacter 0)"
seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)"
seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)"
seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)"
seta cl_allow_uidtracking 1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid tracking (allows associating your data with your player ID)"
seta cl_allow_uidranking 1 "0 = disable, 1 = enable uid ranking (allows statistics like elo to rank you in leaderboards)"
+// terms of service
+seta _termsofservice_accepted 0
+
// polygonoffset for submodel SUCKS SUCKS SUCKS (only a hack for quake1, we don't need that)
r_polygonoffset_submodel_offset 0
r_polygonoffset_submodel_factor 0