game_strings_load   :  load [<table>]: load the specified string table(s) into its property
game_strings_dump   :  dump [<table>]: dump the specified string table(s) from its property
game_strings_strip  :  strip [<table>]: strip text values from the property corresponding to the table.
game_strings_modernize:  modernize [<table>]: converts the property corresponding to the table to the hip gamestrings format.
play_cd             :  play a CD track
stop_cd             :  stop playing a CD track
light_bright        :  render without lightmaps
old_raycast         :  boolean toggle
render_backward     :  shows view back to front
mip_detail          :  MIP level slider (0-1.0)
clear_surface_cache :  force surface rebuilding
fog_on              :  is fog being used?
fog_dist            :  dist at which fog is opaque
fog_r               :  fog red (0-255)
fog_g               :  fog green (0-255)
fog_b               :  fog blue (0-255)
show_mip            :  levels of detail in rendering
show_cell           :  show cells in rendering database
show_poly           :  show polygon outlines
show_poly_flags     :  show flag settings of polygons
show_cell_flags     :  show flag settings of cells
show_poly_edges     :  show wireframes in world
show_all_edges      :  show complete wireframes
wr_stats            :  dump all worldrep stats
wr_check_cells      :  do assertion checking on worldrep
cc                  :  show cell and teleport to it
set_3d_zoom         :  float variable
ctimer_init         :  clear c-function profiling
ctimer_dump         :  show results of c-function profiling
dump_bsp            :  dump the worldrep bsp tree
show_one_cell       :  wireframe on given cell
cell_teleport       :  move editor cam to given cell
show_phys_models    :  boolean toggle
show_phys_bbox      :  boolean toggle
show_creature_joints:  boolean toggle
mesh_segs_display   :  boolean toggle
mesh_joints_display :  boolean toggle
mesh_segs_reset     :  function
mesh_seg_incr       :  function
mesh_seg_set        :  integer variable
lit_obj_toggle      :  boolean toggle
rend_objname_color  :  3d obj name color
rend_name_toggle    :  set color, toggle name color
rend_name_types     :  set mask on things to draw
rend_net_name_toggle:  toggle name net color
rend_net_color_set  :  <local>, <hosted>, <proxy>
rend_name_list      :  list all rendered objs to mono
test_defer          :  test func for uiDefer
start_pnp           :  Change the plug-n-play gadget

start_swap          :  Change the swap gadget

coord_mask          :  Hide/show some GFH coords

gfh_coord_edit      :  Text edit coord N

grid_3d             :  toggle grid display in 3d
grid_2d             :  toggle grid display in 2d
grid_3d_axis        :  3d grid normal axis #
grid_move           :  translate 3d grid
cycle_view          :  change current camera
toggle_3d           :  change current 2d/3d mode
zoom_all            :  zoom all 2d cameras
zoom_2d             :  zoom current camera
synch_all           :  set all 2d synch modes
cam_swap            :  swap two cameras
cycle_mode          :  change rendering mode
set_mode            :  set rendering mode
toggle_synch        :  toggle 2d synch mode
toggle_persp        :  toggle 3d perspective
xmouse              :  auto-select camera under mouse
cam_warp            :  warp camera to mouse loc
toggle_mode         :  toggle a display aspect
solo_toggle         :  toggle this view being soloed
redraw_always       :  does the editor continually redraw
vm_refresh          :  redraw all views
quick_resynch       :  synch; redraw; then desynch
vm_win_mode         :  wincfg set mode
vm_layout           :  cycle/set vm win layout
vm_name_corner      :  set corner for names (-1 no draw)
vm_teleport         :  move camera to x,y,z
rooms_build         :  Convert rooms to internal rep
fix_rooms           :  Fix dangling room pointers
hilight_room_id     :  Hilight the specified room brush
edit_mode           :  Switch to editor mode: edit_mode <wid>,<hgt>
mono_debug          :  Enter monochrome debug screen
texture_pal         :  Bring up the texture palette
motedit             :  Bring up the motion editor
redraw_all          :  Redraw the editor screen
set                 :  set a config var: set <var> <value>
get                 :  Look up a config value: get <var>
eval                :  Exec a command with config substitution: eval <var> <cmd>
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>
unset               :  Unset a config variable: unset <var>
edit_links          :  edit_links [<src> [, <dest> [, <flavor>]]]
link_show_all       :  show links marked as hidden in the link editor
hilight_obj_type    :  hilight all instances of an archetype, including descendants
hilight_archetype   :  hilight all non-descendant instances of an archetype
link_group          :  a group of two objs get linked, select is dest, arg is relation
link_objs           :  link_objs src dst flavor
link_draw_on        :  show a kind of link in wireframe
link_draw_from      :  Draw only links who's source is this
link_draw_split     :  If link source has multple destinations, and this ID is among them, use that branch only.
link_draw_off       :  don't show a kind of link in wireframe
link_multi          :  adds a new link between two objs in a multibrush
link_chain          :  adds a chain of links between objs in a multibrush
lock                :  lock <brush type>: asks for confirmation whenever brush is changed
unlock              :  unlock <brush type>
unlock_all          :  unlocks all brushes
resize_obj_id_space :  Change obj_min and obj_max on the fly.
list_obj            :  w/no arg, shows counts, w/args, lists all objs in id order
obj_histogram_popup :  Brings up obj list sorted by usage.
obj_alpha_popup     :  Brings up obj list sorted alphabetically.
edit_file_vars      :  0 = mission vars, 1 = gamesys vars, 2 = cmpaign vars
game_mode_edit      :  Edit screen mode params for game mode.
help                :  shows command info
run                 :  run commands in file
dump_cmds           :  dump command list to file
game_mode           :  switch to game mode
game_quiet          :  switch to game mode, no sounds
quit_game           :  Quit the game
end_mode            :  End the current major mode
set                 :  set a config var: set <var> <value>
get                 :  Look up a config value: get <var>
eval                :  Exec a command with config substitution: eval <var> <cmd>
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>
unset               :  Unset a config variable: unset <var>
screen_dump         :  make a screen shot
save_cow            :  Save world to file
save_mission        :  Save mission to file
save_gamesys        :  Save gamesys info only
load_file           :  Load .MIS, .COW, or .GAM files
load_gamesys        :  Load .GAM file - Resets the level
set_gamesys         :  Set gamesys file for current mission
clear_world         :  Reset to the empty world
dispatch_noise      :  Toggle dispatch noise for hex message mask

file_menu           :  Bring up the file menu
new_world           :  Clear the world and load the gamesys
time_passes         :  Set whether sim time is passing
show_sim_time       :  Display the sim time on the status bar.
scale_sim_time      :  Scale the speed at which the sim runs
scale_player_speed  :  Scale the player's speed
halt_player         :  stop all player motion/controls
player_cam_control  :  0 reset pos, 1 next mode, 2 detach, 3 attach, 4 save, 5 load
cam_attach          :  attach camera to object
add_hp              :  give player # hp
player_cam_save     :  save player camera to ARG, or drom000.cam
player_cam_load     :  load ARG or cam000.loc as player camera
unfly               :  int function
find_obj            :  Look up an object by name or number
destroy_obj         :  Destroy an object by name or number
trait_cache_params  :  Edit trait cache parameters
trait_cache_clear   :  Empty the trait cache
link_lock_count     :  Report the number active link queries
obj_tree            :  Object Hierarchy editor
edit_obj            :  edit an object
copy_props_to       :  Copy all props from selection to arg
list_props          :  List properties on mono
link_dump_stats     :  Dump tons of stats on links
find_lost_objs      :  Find lost objects and set their archetypes to 'missing' 
purge_missing_objs  :  Delete all objects that inherit from 'Missing'
briefcase_save      :  Try to save the briefcase
briefcase_load      :  Try to load the briefcase
link_many           :  Link many concrete objects
unlink_many         :  Unlink many concrete objects
make_archetype      :  Clone a concrete into an archetype
print_gamesys_textures:  Print to monolog all textures in the gamesys, and whether they are in path or not
X99_kill_old_gamesys_textures:  Delete all textures in gamesys associated with files which aren't in the resource path.  DANGEROUS.
move_game_camera    :  teleport game camera
persistent_player_pos:  Toggle whether the player comes back to game mode
build_motion_database:  read in motion schemas as build database
save_motion_database:  save out current built motion database
script_load         :  Load a script file, add to mission
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

select_gun          :  select_gun <archetype>  Shoot a bullet out of the player
fix_my_locks        :  Set all my lock joint positions appropriately.
show_image          :  show_image <resname>: Show an image
movie               :  show a movie
contrast            :  Set the contrast
gamma               :  Set the gamma
gamma_delta         :  Add float to gamma
gamma_up            :  increase gamma
gamma_down          :  decrease gamma
flash               :  Make a blinding flash
contrast_time_scale :  contrast time scale
script_test         :  Send a 'test' message to an object
trace_add           :  <object> <message> <action> <line>
trace_remove        :  <object> <message>
trace_line          :  toggle a script trace line
trace_dump          :  show all traces
trace_dump_active   :  show all traces on active lines
trace_line_dump     :  show status of all trace lines
flip_highpoly       :  bool function
anim_light_reset    :  function
heap_alloc_cap      :  dump alloc cap
heap_dump_stats     :  dump heap stats
heap_dump_modules   :  dump heap usage by module
heap_dump_blocks    :  dump all allocated heap blocks
heap_dump_all       :  dump all allocated heap blocks
heap_test           :  validate the heap
obj_time_stats      :  Clear object creation time stats, and dump them to mono.
ambient_spew        :  boolean toggle
ambient_heartbeat   :  boolean toggle
ambient_show        :  boolean toggle
ambient_dump        :  function
track_obj           :  toggle tracking on a given obj
track_add_obj       :  int function
track_rem_obj       :  int function
time_print          :  set freq of time mprints
trait_cache_stats   :  Dump trait cache stats to mono
trait_id_stats      :  Get trait statistics
trait_name_stats    :  Get trait statistics by name
trait_max_id        :  Get max trait ID
trait_cache_fullness:  Get cache entry count
prop_time_stats     :  Get property storage timing statistics.
prop_time_stats_clear:  Clear property timing statistics.
prop_blame          :  Blame properties for memory
sparse_hash_stats   :  List sparse hash stats
start_ms_profile    :  function
hello_debugger      :  Hard-coded breakpoint
mclear              :  clear mono
mprint              :  print mono string
mlog                :  monolog state: close closes, name opens
show_stats          :  frame rate/scene info
stats_full          :  stat verbosity
time_stats          :  more stat fun, mprint timings
tmgr_stats          :  mprint texture manager stats
playtest_stats      :  set frequency for per frame stats
playtest_which      :  which: 1 heap, 2 resource, 4 looptime
looptime_cmd        :  0 dump, 1 clear, 2 both, 3 on, 4 off, 5 toggle
resstats_cmd        :  0 dump, 2 tracking, 3 cleartrack, 4 dump, 5 flush/dump
txm_toggle          :  
do_report           :  function
do_cur_reprt        :  string function
toggle_overlay      :  takes which to toggle
dark_version        :  Display version in game mode.
win_mission         :  Win the mission
fixup_player        :  Make a player starting point based on OldPlayer
metagame            :  Go to metagame UI.
endgame             :  Go to endgame mode.
mission_loop        :  Return to (or start) the mission loop
cret_set_debug_obj  :  set debug obj
cret_weap_abort     :  stop swing
player_weap_abort   :  stop swing
cret_set_focus_obj  :  set creature's focus obj
cret_set_focus_loc  :  set creature's focus loc
cret_saveload_test  :  test creature saveload
toggle_mot_quat_debug:  toggle motion quaternion debugging
fixup_creature_phys :  fix up physics for all creatures
spew_creature_standable:  spew all object AIs can stand on
player_align_arrow  :  calc arrow alignment so straight
use_item            :  use item  0 = start, 1 = finish
use_weapon          :  weapon item  0 = start, 1 = finish
next_item           :  next item  1 = forward, -1 = backward
prev_item           :  previous item  -1 = forward, 1 = backward
next_weapon         :  next weapon  1 = forward, -1 = backward
prev_weapon         :  previous weapon  -1 = forward, 1 = backward
inv_select          :  Select an inventory object by name (or archetype name)
loot_select         :  Select loot in inventory
drop_item           :  Drop (actually, throw) your currently selected item
clear_item          :  Clear the player's 'current item' selection.
clear_weapon        :  Clear the player's 'current item' selection.
clear_weapon_and_item:  Clear both the player's 'current item' and 'current weapon.'
select_newest_item  :  Select the most recently picked up object
player_detach_arm   :  toggle whether arm attached to player camera
player_spew_arm_offset:  spew arm offset from camera to monochrome
main_volume         :  main volume 0...100
ambient_volume      :  ambient relative volume 0...100
main_volume_up      :  inc main volume
main_volume_down    :  dec main volume
ambient_volume_up   :  inc ambient relative volume
ambient_volume_down :  dec ambient relative volume
debrief             :  Go to debrief UI.
objectives          :  Go to objectives UI.
automap             :  Display the automap
amap_visited        :  mark an automap location on current page visited
amap_im_everywhere  :  make all decals display as current location
amap_spew           :  boolean toggle
loadout             :  Go to loadout UI.
process_difficulty  :  Prep level for difficulty.  Warning: This may destroy some objects
game_message        :  Display a message on the game screen
test_book           :  book <text>,<art>
main_menu           :  Go to main menu.
sim_menu            :  Go to sim menu.
quick_save          :  Save the game to the 'quick save' slot.
quick_load          :  Load the game from the 'quick save' slot
edit_load_game      :  Load a save game in editor
edit_save_game      :  Save a save game in editor
load_game           :  Go to the game load UI
save_game           :  Go to the game save UI
deref_containees    :  Remove Refs from all contained objs
test_access         :  string function
ai_build_path_database:  Update the AI path database
ai_use_zones        :  Toggle use of AI zones
ai_toggle_db_lvl    :  Toggle LVL path db building
ai_toggle_db_highstrike:  Toggle HighStrike path db building
ai_toggle_use_lvl   :  Toggle LVL path db usage
ai_toggle_linkopt   :  Toggle link optimization
ai_report_large_door_size:  Report large door size
ai_repath           :  Force repath
ai_mode             :  Set AI mode
ai_draw             :  Draw AI debug info
ai_draw_in_game     :  Draw AI debug info in 3D view
ai_draw_move_goal   :  
ai_draw_suggestions :  
ai_draw_paths       :  
ai_aware_of_player  :  Toggle AI awareness of player
aiawareofplayer     :  Toggle AI awareness of player
aiforgetplayer      :  Toggle AI forget of player
ai_forget_player    :  Toggle AI forget of player
aidebugmode         :  Tom's standard AI debug mode
ai_sleep_all        :  Put all AIs to sleep
ai_wake_all         :  Wake all sleeping AIs
ai_wake             :  Wake a sleeping AI
ai_check_lighting   :  Check AI Raw Lighting on an Obj
blame_lighting      :  Mprint causes of lighting on an Obj
ai_alert_watch      :  Watch an AIs sense/awareness
ai_flow_watch       :  Watch the decision flow of an AI
ai_sound_watch      :  Watch the sound/broadcast of an AI
ai_hear_watch       :  See what an AI is hearing
ai_combat_watch     :  Watch AI Combat
ai_path_watch       :  Watch AI pathfind and path progression
ai_death_watch      :  Watch AI death event and cause
ai_signal_watch     :  Watch AI signals
ai_ranged_watch     :  Watch AI ranged combat
ai_inform_watch     :  Watch AI inform stream
ai_sight_watch      :  Watch AI inform stream
ai_pulse_watch      :  Watch AI sensory pulses
ai_recover_watch    :  Watch AI path recovery
ai_ranged_mode_watch:  Watch AI ranged modes
ai_watch            :  Toggle all watches on an AI
ai_trace_schedule   :  Trace AI scheduled run
ai_schedule         :  Set AI frame schedule
ai_dump_components  :  Dump the list of components an AI is made of
ai_dump_all         :  Dump all info in an AI
ai_break            :  Break in the debugger on run of a specific AI
ai_player_sound     :  Simulate player sound broadcast of specified type
ai_signal           :  Simulate signal broadcast of specified type
ai_set_recover_test_post:  
ai_set_recover_test_dest:  
ai_set_recover_test_result:  
ai_test_recover     :  
ai_draw_cells       :  show AI path cells in wireframe
ai_draw_cellids     :  show AI path cell ids
ai_draw_links       :  show AI path cell links in wireframe
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_draw_room        :  show AI path cells in room
ai_spew_zone        :  spew AI path zone
ai_spew_zones       :  spew all AI path zones
ai_val_fpts         :  validate flee points
ai_draw_one_cell    :  path cell to highlight (0 for none)
ai_draw_cell_centers:  
ai_dump_cell_connection:  mono print links from cell
ai_dump_cell_vertex_data:  show cell vertex list on mono
ai_conv_start       :  start a conversation (by objID)
ai_cam_to_cell      :  Send camera to AI cell
ai_print_cam_cell   :  
ai_test_cells       :  
ai_test_motion      :  play motion by name
ai_test             :  
rebuild_songs       :  Reparse all songs into compiled format
load_song           :  Load a song
play_song           :  Play the loaded song
stop_song           :  Stop the currently playing song
song_event          :  Send an event to the currently playing song
song_dumpmono       :  Dump info about current song to mono
compress_family     :  remove unused textures from family or <all>
texture_usage_count :  get usage count for this texture
texture_wr_usage_count:  get wr usage for tmap_id, or histo if 0
texture_wr_find_zero:  find texture zero in the world
palmgr_count        :  bool function
load_family         :  old style single family load

add_family          :  add another texture family
remove_family       :  remove family, use <all> to clear all
load_sky            :  load a sky bitmap set
load_water          :  load a water texture
add_water           :  add a water texture
free_water          :  free a water texture
load_a_texture      :  load a single texture, load <fam> <txtname>
remove_a_texture    :  delete single, <fam> <name>
texture_zap         :  zap invalid textures to newval
texture_zap_all     :  zap all textures to newval
texture_change      :  swap oval,nval - modifies all faces
no_fam_compress     :  disallow texture space compression
family_dump         :  dump all current family info
secret_rem_family_name:  hi dorian
sload_next_slot     :  set next load slot
sload_no_remap      :  no disk block on load
rooms_spew          :  Spew entire room database
spew_room_obj       :  List room for specified object
show_player_room    :  Draw the player's room obj
show_bad_rooms      :  Draw areas outside the room db
spew_bad_room_objs  :  List all rooms with bad room objIDs
door_slam_open      :  
door_slam_closed    :  
remap_room_type     :  Remap EAX room type
set_room_type       :  Set EAX room type of selected room brush
next_room           :  Select and go to next room brush
eax_set_archetype   :  Set all rooms of an archetype to an EAX value
make_sound_z        :  Generate a sound at 0,0,0
make_sound          :  Generate a sound at the player
spew_room_ai        :  List each AI's current room
show_sounds         :  Toggles visible sound display
draw_sound_path     :  Draw the sound prop path
clear_sound_path    :  Clears any drawn sound paths
spew_sounds         :  Spews all propagating sounds
build_ai_room_database:  Build AI Room Path Database
ai_room_db_spew     :  Spew AI Room Path Database
physics             :  Activate/Deactivate physics
start_control       :  Start obj 3 under ctrl
stop_control        :  Stop control of obj 3
launch_sphere       :  Launch a sphere object
create_sphere       :  Create a sphere model
launch_obb          :  Launch a obb object
create_obb          :  Create a obb model
reset_moving_terrain:  Reset all moving terrain
lock_attachments    :  Lock all attachments in place
auto_jiggle         :  Touch ObjPos of all phys objs
phys_dup            :  Check for duplicate physics
phys_spew_info      :  Spew Info on an object
phys_spew_player    :  Spew Info on the player
hit_rope            :  Hit a rope
phys_joyride        :  
phys_raycast        :  
explode_me          :  BOOM
loc_control_obbs    :  Location control all OBBs
spew_out_of_world   :  Spew all objs out of world
spew_awake_objects  :  Spew all awake objects
spew_ai_collides    :  Spew all objects AI collide with
init_obb_dims       :  Init the dims of obb(s)
init_spherehat_dims :  Init the dims of sphere hat(s)
clear_phys_timers   :  Clear profiling timers
check_doors         :  Make sure door state is in sync
check_mterr         :  Make sure mterr state is in sync
phys_stats          :  Spew memory usage stats
phys_reset_listeners:  Reset listener subscriptions
play_schema         :  Play a named schema
play_schemas        :  Play two schemas
destroy_schemas     :  Destroy all schemas
destroy_speech      :  Destroy all speech
destroy_sound       :  Destroy all schemas and speech
halt_schema         :  Halt the first instance of a playing schema
halt_schemas        :  Halt all playing schemas
zggtvrk_load_schema :  Load a schema file
zggtvrk_load_schemas:  Load all schemas in path (destroy first)
reload_schemas      :  Load all schemas in path (don't destroy)
dump_schemas        :  Dump schema tags DB)
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_list_receptrons  :  Edit an object's receptrons
ar_list_sources     :  Edit an object's sources
ar_stimulate        :  Test-stimulate an object
net_host            :  Host a networked game
net_client          :  Join a networked game
net_leave           :  Leave a networked game
net_state           :  Display networking state
net_raw_spew_on     :  Turn low-level network spew on
net_raw_spew_off    :  Turn low-level network spew off
net_raw_spew        :  toggle net spew
net_address         :  Show my net address
net_player_name     :  Show a player's name
dump_net_stats      :  dump of messaging statistics by handlerID
clear_net_stats     :  clear stats
net_hist_cmd        :  0toggle1draw2clear3toggleold
net_xl_status       :  net excel status
net_xl_full         :  net excel full status
net_xl_packet       :  net excel packets
dump_net_histogram  :  dump of histogram (1=send, 2=receive)
reset_net_histogram :  resets histogram (1=send, 2=receive)
reset_net_msg_histogram:  reset msg/frame histograms
dump_net_msg_histogram:  dump msg/frame histogram (1=G, 2=NG, 3=both, 0=all)
toggle_mm_indexed   :  toggle using indexed r3d interface
toggle_mm_sort      :  punt mm sort
toggle_mm_xform     :  punt mm transforms
toggle_mm_render    :  punt mm render
toggle_render_mesh  :  toggle render mesh
toggle_draw_lgd3d   :  toggle draw lgd3d
toggle_lightmap_first:  toggle lightmap rendering order
toggle_d3d_buffer   :  toggle d3d primitive buffering
toggle_d3d_blend_trans:  toggle transparent texel color search
toggle_draw_surface :  toggle draw surface
toggle_hardware_lighting:  toggle hardware lighting
toggle_two_pass     :  toggle two pass rendering
toggle_multitexture :  toggle multitexture support
fast_poly_setup     :  do fast poly setup
slow_poly_setup     :  do slow poly setup
toggle_render_on_start_frame:  toggle normal render loop
flash_clamp         :  Set flashbomb max effect time in ms
set_mesh_detail_dist:  set distance at which stretchy mesh is punted
set_gamma           :  set gamma correction level. 1.0 = no correction
set_obj_zbias       :  set object rendering z bias (in bits)
set_znear           :  set max sorting z distance
set_zfar            :  set min sorting z distance
toggle_dithering    :  toggle dithering
toggle_antialiasing :  toggle antialiasing
set_invisible       :  Set player invisibility
sky_setlong         :  Debug Sky Longitude
sky_setlat          :  Debug Sky Latitude
sky_dump            :  Dump sky mesh info
stars_spin          :  Spin stars
cloud_row           :  Debug Cloud Row
cloud_col           :  Debug Cloud Col
cloud_glow          :  Debug Glow Ix
cloud_cfg           :  Debug Config Ix
cloud_dump          :  Dump cloud deck info
mesh_nothing        :  Maybe later.
face_process        :  find textures to match speech samples.
quest_create        :  quest_set <name>,<value>
quest_create_mis    :  quest_set_mis <name>,<value>
quest_get           :  quest_get <name>
quest_delete        :  quest_delete <name>
quest_spew_sub      :  quest_spew_sub <objID>
quest_sub           :  quest_sub <objID>,<name>
quest_unsub         :  quest_unsub <objID>,<name>
quest_edit          :  quest_edit
quest_edit_mis      :  quest_edit_mis
ghostspew_type      :  integer variable
ghostspew_obj       :  integer variable
ghost_frame_rate    :  integer variable
ghost_process_rate  :  integer variable
ghostspew_show_hist :  string function
ghostspew_clear_hist:  function
delete_brush        :  function
insert_brush        :  function
new_brush           :  function
add_brush_num       :  string function
rem_brush_num       :  string function
tog_brush_num       :  string function
cycle_brush         :  int function
cycle_context       :  cycle to next like brush (vBrush or type)
cycle_highlight     :  cycle to next highlighted brush
cycle_near          :  cycle to brushes near to current brush
store_group         :  save cur vBrush to new ID
dissolve_group      :  remove group ID of vBrush
pick_group_name     :  pick group by name
cycle_group         :  move group by arg (0 is last)
brush_relative      :  boolean toggle
axial_scale         :  boolean toggle
cycle_face          :  int function
cycle_edge          :  int function
cycle_point         :  int function
brush_select        :  int function
obj_brush_select    :  set current brush to objID
vBrush_click        :  alt-click cur brush
vBrush_EOT          :  send to end of time
load_group          :  string function
save_group          :  string function
refresh_particle_links:  Update all ParticleAttachement links
cycle_tex           :  int function
sky_tex             :  function
align_tex           :  function
cycle_media         :  int function
set_debug_tex       :  int function
reset_brush         :  function
brush_stretch       :  stretch current brush
brush_rotate        :  rotate current brush
brush_translate     :  translate current brush
floor_object        :  function
wall_object         :  function
ceil_object         :  function
fit_cameras         :  fit cameras to world/hot region
auto_portalize      :  boolean toggle
auto_roombuild      :  boolean toggle
go_to_meonly        :  function
brush_to_room       :  terrain->room (grow by arg on all axis)
brush_adopt         :  all brushes adopt from us (arg for which parameter)
spiral_serf         :  build spiral stair, 0 for dialog
stair_serf          :  build straight stair, 0 for dialog
ambient             :  give this three values 0-255: r g b
snap_placement      :  boolean toggle
clear_brushes       :  clear all brushes
set_medium          :  set brush medium
blist_dump          :  function
get_grid            :  get grid from brush
set_grid            :  force brush to grid
grid_toggle         :  turn grid on off
grid_scale          :  rescale the master grid
grid_abs_scale      :  set absolute scale of master grid
brush_go_last       :  move current brush to temporal last
brush_set_time      :  move current brush to time n
load_object         :  load 3d object
preload_sound       :  string function
preload_motion      :  string function
preload_stats       :  function
brush_color         :  integer variable
brush_filter        :  integer variable
hots_filter         :  boolean toggle
hots_state          :  int function
time_filter_lo      :  integer variable
time_filter_hi      :  integer variable
size_filter         :  float variable
set_brush_tx        :  int function
set_brush_type      :  int function
reset_brush_tx      :  int function
cam_to_brush        :  move camera to look at cur brush
obj_ambient         :  float variable
obj_diffuse         :  float variable
zap_brush_flags     :  secret clear flags stuff
loud_zap_flags      :  talk about flags you clear
info_window         :  function
lazy_update         :  do we update instantly, or only on new brush selection
run_cmd_script      :  string function
set_primal          :  set default primal
prim_sides          :  # of sides on primals
prim_type           :  1=cyl, 2=pyr, 3=cpyr, 0=cube 
prim_facealign      :  are we face aligned
cube                :  set cube
prim_special        :  set 'special' primal type
brush_to_mono       :  show brush info on mono
obj_split           :  always portal split objects
obj_re_place        :  replace all objects in world
passive_hotregions  :  are hotregions in the CSG, or just filters
show_image          :  load image from disk
skybox              :  make skyhack texures
play_sfx            :  string function
get_pixel_color     :  click on pixel, get told color
heapchk             :  Test the heap, if debugging heap enabled
monodebug           :  output mono to Windows debug stream
watch_light         :  integer variable
optimize            :  build optimized portalization
portalize           :  recompute world terrain
relight_level       :  relight the level
save_wr             :  save world rep to file
compress_br_ids     :  compact brush ids
merge_node          :  build faster imperfect level
optimize_bsp        :  boolean toggle
set_lighting_mode   :  Set lighting mode (0, 1, 2)
quad_lighting       :  oversampled raycast lighting
auto_hilight        :  automatically hilight any bad brushes after portalization
split_polys         :  force coplanar poly splits
merge_polys         :  merge coplanar polys
coplanar            :  correctly handle coplanar polys
csg_epsilon         :  set voodoo epsilon value
show_debug          :  set split# to debug, -1 for all #s
tex_scale_override  :  set texture scale override factor
profile             :  write out sProf profile
autosaves           :  do we autosave exit and p_portal
tjoint              :  fix tjoints when portalizing
undo                :  int function
redo                :  int function
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_nonaxial    :  highlights any terrain with non-90 angles
hilight_media       :  highlight terrain w/media_op of type <arg>
hilight_texture     :  highlight terrain w/texture id <arg>
hilight_split_obj   :  highlight objects crossing a portal
multibrush_the_highlight:  make hilight objs the multibrush
hilight_brush       :  hilight current (0) or brush_id
hilight_check_snap  :  hilight unangled unsnapped brushes, or if (1) all unsnapped brushes
hilight_do_snap     :  grid snap all hilight brushes...
hilight_list        :  list objs, or, if arg 1, all brush ids
hilight_global      :  if true, we will hilight everything, else just active
hilight_autoclear   :  do we autoclear old hilight and make it only active
hilight_use         :  set which hilight bit to use (bitfield, must be just 1)
hilight_clear       :  clear current highlights (all if 0, else bitfields)
hilight_activate    :  turn on hilight bits
hilight_deactivate  :  turn off hilight bits
hilight_add_prop    :  Add a named property to all hilit objects
hilight_rem_prop    :  Add a named property to all hilit objects
hilight_render      :  boolean toggle
hilight_reinstantiate:  Hilight all objects with property, then remove and readd property
line_autoremote     :  toggle autochannel switch in line display
line_switchchannel  :  set view to single channel id
line_viewchannel    :  set bitmask of currently visible line channels
line_loadchannel    :  set channel id to load to
line_clearchannel   :  clear all lines in channel id
line_loadfile       :  load a file to current line channel
cam_rotate          :  rotate current camera
cam_slew            :  slew current camera
speed_fac           :  set speed factor of 3d move in editor
cam_level           :  level current camera
cam_unroll          :  unroll current camera
num_scroll          :  scroll via numeric keypad
global_scale        :  zoom in/out & rescale
show_raycasts       :  display light raycasts
min_show            :  min id# raycast to show
max_show            :  max id# raycast to show
record_movement     :  show rays of samples moving
cam_spotlight       :  mounted spotlight toggle
blend               :  integer variable
test_blend          :  boolean toggle
traverse_log        :  log cell traversal to traverse.log

clear               :  clear framebuffer to pink
max_polys           :  maximum polygons to draw
show_lightmap       :  display light sampling
render_info         :  rendering stats at some volume
detail_level        :  mipmap detail level (0-1)
dot_clamp           :  mipmap orientation limit
surf_256            :  surfaces are all row==256
show_span_lengths   :  boolean toggle
show_render_times   :  detailed rendering timing info
info_volume         :  determine amount of rendering information
portal_clip_poly    :  boolean toggle
portal_clip_fast    :  boolean toggle
poly_clip_fast      :  boolean toggle
always_slow_split   :  force split objects to do things the hard way
show_particle_counts:  show count of particle sim/render
show_particle_sim   :  list particle objects set to always_simulate
cache_feedback      :  get extra surface cache info
light_scale         :  float variable
player_light        :  attach a light to the player
min_light           :  minimum dynamic light on a surface allowed visible
max_dist_2          :  maximum distance dynamic light can reach
keep_all_lit        :  boolean toggle
show_cells          :  Display cells containing refs
span_clip           :  enable span clipping in the renderer
portal_model        :  render models through portal tmappers
full_obj_test       :  choose all/incomplete cell lists for object sort testing
show_split          :  outline objects being split
show_bbox           :  show bounding boxes around objects
show_bbox_2d        :  outline objects
disable_topsort     :  disable good objsort
show_shadtab        :  draw shading table
pick_shade_dist     :  pick which rule for distance
puntd3d             :  boolean toggle
zbuffer             :  boolean toggle
znup                :  function
zndown              :  function
zfup                :  function
zfdown              :  function
zlinear             :  function
agglight            :  boolean toggle
nullrast            :  function
palette_light       :  boolean toggle
skip_clip           :  boolean toggle
project_space       :  boolean toggle
linear_map          :  affine mapper for terrain
surface_cache       :  cache lit surfaces
edit_command        :  edit a command in the command editor: edit_command <cmd>
history_cmd         :  edit command from history offset
report_bug          :  signal a bug in game
report_bug_text     :  signal a bug in game
