seta crosshair_color_by_health 0 "if enabled, crosshair color will depend on current health"
// ring around crosshair, used for various purposes (such as indicating bullets left in clip, nex charge)
-seta crosshair_ring_size 2 "bullet counter ring size for Rifle, velocity ring for Nex"
+seta crosshair_ring 1 "main cvar to enable or disable normal crosshair rings"
+seta crosshair_ring_inner 0 "allow inner rings to be drawn too"
+seta crosshair_ring_size 2 "ring size"
seta crosshair_ring_alpha 0.2 "ring alpha"
-seta crosshair_ring_sniperrifle_alpha 0.15
-
-seta crosshair_ring_nex_outer_alpha 0.15
+seta crosshair_ring_nex 1 "draw a ring showing the current charge of the nexgun"
+seta crosshair_ring_nex_alpha 0.15
seta crosshair_ring_nex_inner_alpha 0.15
seta crosshair_ring_nex_inner_color_red 0.8
seta crosshair_ring_nex_inner_color_green 0
seta crosshair_ring_nex_currentcharge_scale 30
seta crosshair_ring_nex_currentcharge_movingavg_rate 0.05
+seta crosshair_ring_minelayer 1
+seta crosshair_ring_minelayer_alpha 0.15
+
+seta crosshair_ring_reload 1 "main cvar to enable or disable ammo crosshair rings"
+seta crosshair_ring_reload_size 2.5 "reload ring size"
+seta crosshair_ring_reload_alpha 0.3 "reload ring alpha"
+
seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)"
seta cl_reticle_item_nex 1 "draw aiming reticle for the nex weapon's zoom, 0 disables and values between 0 and 1 change alpha"
seta cl_reticle_item_normal 1 "draw reticle when zooming with the zoom button, 0 disables and values between 0 and 1 change alpha"
v_kicktime 0 // how long damage kicks of the view last, default is 0 seconds
gl_polyblend 0 // whether to use screen tints, this has now been replaced by a better system in CSQC
r_motionblur 0 // motion blur value, default is 0
-r_damageblur 0 // motion blur when damaged, default is 0
+r_damageblur 0 // motion blur when damaged, default is 0 (removed in Xonotic)
r_bloom_blur 8
r_bloom_brighten 3
set g_powerup_strength 1 "if set to 0 the strength powerup will not spawn on the map"
set g_powerup_shield 1 "if set to 0 the shield (invincibility) powerup will not spawn on the map"
set g_balance_powerup_timer 1 "if set to 0 the powerups dont wear off"
-set g_use_ammunition 1 "if set to 0 all weapons you start with have unlimited ammunition"
+set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammunition"
set g_pickup_items 1 "if set to 0 all items (health, armor, ammo, weapons...) are removed from the map"
set g_minstagib 0 "enable minstagib"
set g_minstagib_extralives 2 "how many extra lives you will get per powerup"
set g_multijump_speed -999999 "Minimum vertical speed a player must have in order to jump again"
// effects
+r_glsl_postprocess 1
r_picmipsprites 0 // Xonotic uses sprites that should never be picmipped (team mate, typing, waypoints)
r_picmipworld 1
gl_picmip_world 0
seta hud_colorflash_alpha 0.5 "starting alpha of the color flash"
seta hud_damage 0.55 "an improved version of gl_polyblend for damage, draw an image instead when hurt"
+seta hud_damage_blur 10 "Use postprocessing to blur the screen when you have taken damage. This can be paired with current hud damage or just used alone. Higher values = more blur"
+seta hud_damage_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance"
seta hud_damage_gentle_alpha_multiplier 0.10 "how much to multiply alpha of flash when using the cl_gentle version, it's much more opaque than the non-gentle version"
seta hud_damage_gentle_color "1 0.7 1" "color of flash for cl_gentle version"
seta hud_damage_color "1 0 0" "color of flash"
seta hud_damage_pain_threshold_pulsating_min 0.6 "minimum value when calculating the pulse: max(pulsating_min, fabs(sin(PI * time / period))"
seta hud_damage_pain_threshold_pulsating_period 0.8 "one pulse every X seconds"
+seta hud_powerup 0 "power of the sharpen effect when owning the shield or strength powerups, default is 0.5"
+
+seta hud_postprocessing 1 "enables the ability for effects such as hud_damage_blur and hud_contents to apply a postprocessing method upon the screen - enabling this disables manual editing of the postprocess cvars"
+seta hud_postprocessing_maxbluralpha 0 "maximum alpha which the blur postprocess can be, default is 0.5"
+seta hud_postprocessing_maxblurradius 8 "maximum radius which the blur postprocess can be, default is 8"
+
seta hud_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler when inside the liquid"
+seta hud_contents_blur 10 "Use postprocessing to blur the screen when you are inside a liquid. Higher values = more blur"
+seta hud_contents_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance"
seta hud_contents_factor 1 "factor at which to multiply the current faded value."
seta hud_contents_fadeintime 0.02 "factor of time it takes for the alpha level to reach normal value when entering the liquid"
seta hud_contents_fadeouttime 0.1 "factor of time it takes for the alpha level to reach normal value when leaving the liquid"