```{note} To view a list of all registered commands, use the `list` command in the console. For syntax details and brief descriptions of each command, use the `help` command. ``` ## camera.dir Sets the current direction of the camera. Usage: `camera.dir x y z [x_up = 0 y_up = 1 z_up = 0]` ## camera.pos Shows and sets the current position of the camera. Usage: `camera.pos` to know camera position in last active viewport. Usage: `camera.pos x y z` to set camera position in last active viewport. ## clear Clears the console output. Usage: `clear` ## driver.reset Resets the graphics driver to its default state. Usage: `driver.reset` ## entity.stat Outputs statistics for entity pools to console. Usage: `entity.stat` ## envi.set Configures the environment settings. Usage: `envi.set ` ## .sun_from_time Adjusts the sun position based on the specified time. Usage: `.sun_from_time year month day time lattitude longtitude` ## exit Exits the daEditor. Usage: `exit [save_project]` If save_project is set no message box will be shown. ## help Displays a list of available commands along with their syntax and descriptions. Usage: `help ` ## land.commit_changes Commits changes made to the land data. Usage: `land.commit_changes` ## land.ltmap Generates or modifies the lightmap for the land. Usage: `land.ltmap [file_path]` to calculate and save lightmaps; optional `file_path` is relative to develop; with no file_path builtScene/lightmap.dds is saved. ## land.rebuild_colors Rebuilds the color information for the landmesh/heightmap. Usage: `land.rebuild_colors` ## list Lists all registered commands. Usage: `list` ## perf.dump Dumps performance data for analysis. Usage: `perf.dump` ## perf.off Turns off performance monitoring. Usage: `perf.off` ## perf.on Enables performance monitoring. Usage: `perf.on` ## project.export.all Exports project in all formats. Usage: `project.export.all level_name_pc level_name_xbox level_name_ps3` to export project in all formats where `level_name_*` – path to exported level relative application levels directory. ## project.export.and Exports project for the Android platform. Usage: `project.export.and level_name` to export project in Android (Tegra GPU family) format where level_name – path to exported level relative application levels directory. ## project.export.ios Exports project for the iOS platform. Usage: `project.export.iOS level_name` to export project in iOS format where `level_name` – path to exported level relative application levels directory. ## project.export.pc Exports the project for PC platforms. Usage: `project.export.pc level_name` to export project in PC format where `level_name` – path to exported level relative application levels directory. ## project.export.ps3 Exports the project for PlayStation 3 platforms. Usage: `project.export.ps3 level_name` to export project in PS3 format where level_name – path to exported level relative application levels directory. ## project.export.ps4 Exports the project for PlayStation 4 platforms. Usage: `project.export.ps4 level_name` to export project in PS4 format where `level_name` – path to exported level relative application levels directory. ## project.export.xbox Exports the project for Xbox platforms. Usage: `project.export.xbox level_name` to export project in XBOX 360 format where `level_name` – path to exported level relative application levels directory. ## project.open Opens a specified project. Usage: `project.open file_path [lock = false] [save_project]` where `file_path` – full path to `level.blk` or path relative to project`s `develop` directory, `lock` – boolean value to determine to lock project or not, `save_project` – boolean value to supress save question message box ## project.tex_metrics Computes and outputs tex metrics to console. Usage: `project.tex_metrics [verbose] [nodlg]` ## screenshot.ortho Outputs orthographic screenshot using extents from landscape. Usage: `screenshot.ortho` ## set_workspace Sets the current workspace configuration. Usage: `set_workspace application_blk_path [save_project]` to load workspace from mentioned "application.blk" file where `application_blk_path` – path to desired `application.blk` file. Must be full or relative to *daEditor* folder `save_project` – boolean value to disable save question message box. ## shaders.list Lists all available shaders. Usage: `shaders.list [name_substr]` ## shaders.reload Reloads all shaders from disk. Usage: `shaders.reload [shaders-binary-dump-fname]`. ## shaders.set Sets a specified shader configuration. Usage: `shaders.set ` ## shadervar Lists shader variables. Usage: `shadervar` ## tex.hide Hides the specified texture. Usage: `tex.hide` ## tex.info full Gives a detailed list of textures in a .log/debug file. Usage: `tex.info full` ## tex.refs Lists references to the specified texture. Usage: `tex.refs` ## tex.show Shows the specified texture. Usage: `tex.show` ## time.speed Sets the current simulation speed. Usage: `time.speed ` ## render.shaderVar Sets shader variables with specified values. Usage: `render.shaderVar [x] [x] [x] [x]` ## render.shaderBlk Applies a shader block configuration. Usage: `render.shaderBlk ` ## app.tex Manages application textures. Usage: `app.tex` ## app.tex_refs Calculates amount of references for application textures. Usage: `app.tex_refs` ## app.save_tex Saves the specified texture(s). Usage: `app.save_tex [x]` ## app.save_all_tex Saves all application textures. Usage: `app.save_all_tex` ## app.stcode Displays shader code for debugging. Usage: `app.stcode` ## render.reset_device Resets the rendering device to its default state. Usage: `render.reset_device` ## render.hang_device Causes the rendering device to hang or pause for debugging purposes. Usage: `render.hang_device ` ## render.send_gpu_dump Sends a GPU memory dump for analysis. Parameters specify details. Usage: `render.send_gpu_dump [x]` ## render.reload_shaders Reloads shaders with optional parameters for synchronization and shader binding dumps. Usage: `render.reload_shaders [use_fence] [shaders_bindump_name]` ## water.hq Configures high-quality settings for water rendering. Usage: `water.hq [x] [x] [x] [x]` ## water.foam_hats Adjusts settings for foam effects on water surfaces. Usage: `water.foam_hats ` ## water.surface_folding_foam Configures settings for surface folding foam in water. Usage: `water.surface_folding_foam ` ## water.foam_turbulent Adjusts settings for turbulent foam effects on water. Usage: `water.foam_turbulent ` ## water.dependency_wind Configures water rendering to depend on wind settings. Usage: `water.wind_dependency ` ## water.alignment_wind Adjusts water alignment based on wind settings. Usage: `water.alignment_wind ` ## water.choppiness Configures the choppiness of water surfaces. Usage: `water.choppiness ` ## water.facet_size Sets the facet size for water tessellation. Usage: `water.facet_size ` ## water.amplitude Adjusts the amplitude of water waves. Usage: `water.amplitude or water.amplitude ` ## water.small_wave_fraction Configures the fraction of small waves in water rendering. Usage: `water.smallWaveFraction ` ## water.cascade_window_length Sets the length of the cascade window for water rendering. Usage: `water.cascade_window_length ` ## water.cascade_facet_size Configures facet size for water cascades. Usage: `water.cascade_facet_size ` ## water.roughness Adjusts the roughness of water surfaces. Usage: `water.roughness ` ## water.fft_resolution Sets the FFT resolution for water rendering. Usage: `water.fft_resolution ` ## water.tesselation Configures the tessellation level for water surfaces. Usage: `water.tesselation ` ## water.fft_period Sets the FFT period for water waves. Usage: `water.fft_period ` ## water.spectrum Configures the water spectrum for wave patterns. Usage: `water.spectrum ` where ``: phillips = 0, unified_directional = 1. ## water.vs_samplers Sets the number of vertex shader samplers for water. ## water.reset_render Resets water rendering settings to default. ## water.num_cascades Configures the number of cascades for water rendering. Usage: `water.num_cascades ` ## debug_mesh.range Sets the range for displaying debug mesh information. ## skies.convert_weather_blk_to_entity Converts a weather block to an entity format. Usage: `rendinst.hide_object ` ## rendinst.hide_object Hides a specified rendering instance object. Usage: `rendinst.hide_object ` ## rendinst.list Lists all rendering instances. ## rendinst.profiling Toggles rendinst in profiles by name, or include all ri in profiler (`all`), or exclude all rendinst from profiler (`none`). Usage: `rendinst.profiling |all|none` ## rendinst.verify_lods Verifies level of detail (LOD) settings for rendering instances. ## ri_gpu_objects.invalidate Invalidates GPU objects for the rendering interface, potentially forcing a reload. ## rigrid.stats Displays statistics about the rig grid. ## shaded_collision.none Disables shaded collision rendering. ## shaded_collision.alone Displays shaded collision alone without any visual elements. ## shaded_collision.with_visual Displays shaded collision with visual elements. ## shaded_collision.alone_diff Shows differences in shaded collision alone. ## shaded_collision.with_visual_diff Displays differences in shaded collision with visual elements. ## shaded_collision.wireframe Renders shaded collision in wireframe mode. ## shaded_collision.face_orientation Displays the face orientation for shaded collision. ## gameres.update_pack Updates the specified resource pack for the game. ## gameres.list_missing_for_res Lists missing resources for a specified category. ## gameres.list_missing_for_tex Lists missing textures for the specified category. ## gameres.list_missing_for_all_tex Lists missing textures across all categories. ## riUnitedVdata.list Lists UnitedV data for rendering interface. ## riUnitedVdata.status Displays the status of UnitedV data. ## riUnitedVdata.dumpMem Dumps memory for UnitedV data. ## riUnitedVdata.perfStat Provides performance statistics for UnitedV data. ## dmUnitedVdata.list Lists UnitedV data for data management. ## dmUnitedVdata.status Displays the status of UnitedV data in data management. ## dmUnitedVdata.dumpMem Dumps memory for UnitedV data in data management. ## dmUnitedVdata.perfStat Provides performance statistics for UnitedV data in data management. ## tex.list Lists textures with optional filtering parameters. ## tex.downgrade Downgrades the specified texture to a lower quality. ## tex.setMaxLev Sets the maximum level for texture detail. ## tex.set Sets the specified texture. ## tex.addRef Adds a reference to the specified texture. ## tex.delRef Removes a reference from the specified texture. ## tex.markLFU Marks the specified texture as Least Frequently Used (LFU).