Open MelissaAutumn opened 4 months ago
Not super fresh one, but one time I dig into such stuff: https://ut99.org/ut99.org/viewtopic.php?t=14060
EDCALLBACK
SURFPROPS
BRUSHCLIP
FLIP
DELETE
SPLIT
DELMARKERS
EDIT
CUT
COPY
PASTE
PASTEPOS
PIVOT
HERE
SNAPPED
PATHS
BUILD [LOWOPT|HIGHOPT]
SHOW
HIDE
REMOVE
UNDEFINE
DEFINE
BSP
REBUILD [LAME|GOOD|OPTIMAL] [BALANCE=50] [PORTALBIAS=70] [ZONES] [OPTGEOM]
LIGHT
APPLY [SELECTED=1|0] [VISIBLEONLY=1|0]
SHOWINV
MAP
GRID [X= Y= Z=]
ROTGRID [YAW= PITCH= ROLL=]
SELECT
ADDS
SUBTRACTS
SEMISOLIDS
NONSOLIDS
FIRST
LAST
DELETE
BRUSH
GET
PUT
SENDTO
FIRST
LAST
REBUILD [VISIBLEONLY=1|0]
NEW
LOAD FILE=
SAVE FILE= [AUTOSAVE=]
IMPORT FILE=
IMPORTADD FILE=
EXPORT FILE=
SETBRUSH [CSGOPER=] [COLOR=] [GROUP=] [SETFLAGS=] [CLEARFLAGS=]
SAVEPOLYS FILE= [MERGE=1|0]
SELECT
NONE
DELETE
DUPLICATE
ACTOR
ADD CLASS= [SNAP=] [TEXTURE=]
MIRROR [X= Y= Z=]
HIDE
SELECTED
UNSELECTED
INVERT
UNHIDE
APPLYTRANSFORM
CLIP
Z
REPLACE
BRUSH
CLASS= [KEEP=1|0]
SELECT
NONE
ALL
MATCHING
INSIDE
INVERT
OFCLASS CLASS=
OFSUBCLASS CLASS=
DELETED
DELETE
DUPLICATE
ALIGN
SNAPTOGRID
KEYFRAME NUM=
RESET
LOCATION
PIVOT
ROTATION
SCALE
POLYFLAGS
ALL
POLY
SELECT
NONE
ALL
REVERSE
MATCHING
GROUPS
ITEMS
BRUSH
TEXTURE
POLYFLAGS
ADJACENT
ALL
COPLANARS
WALLS
FLOORS
CEILINGS
SLANTS
ZONE
MEMORY
SET
RECALL
UNION
INTERSECT
XOR
TESSELLATE
RESET
DEFAULT TEXTURE=
SETTEXTURE
SET [TEXTURE=] [SETFLAGS=] [CLEARFLAGS=]
TEXSCALE [RELATIVE] [UU=] [UV=] [VU=] [VV=]
TEXINFO
UScale
VScale
VPan
UPan
TEXTURENAME
TEXMULT
TEXPAN [RESET] [U=] [V=]
TEXALIGN
DEFAULT [TEXELS=]
FLOOR [TEXELS=]
WALLDIR [TEXELS=]
WALLX [TEXELS=]
WALLY [TEXELS=]
WALLPAN [TEXELS=]
WALLCOLUMN [TEXELS=]
ONETILE [TEXELS=]
CLAMP [TEXELS=]
Texture
Clear [NAME=]
SCALE [DELTA=]
CULL
CLEARDETAIL
SETDETAIL
APPLYDETAIL [OVERRRIDE]
REPLACEDETAIL
BATCHAPPLY [DETAIL=] [PREFIX=] [OVERRIDE=]
New NAME= CLASS= USIZE= VSIZE= PACKAGE= [GROUP=]
MODE [GRID=1|0] [ROTGRID=1|0] [SNAPVERTEX=1|0] [MAPEXT=] [AFFECTREGION=] [SELECTIONLOCK=] [TEXTURELOCK=] [SPEED=] [SNAPDIST=]
CAMERAMOVE
CAMERAZOOM
BRUSHROTATE
BRUSHSHEER
BRUSHSCALE
BRUSHSTRETCH
BRUSHSNAP
TEXTUREPAN
TEXTUREROTATE
TEXTURESCALE
BRUSHCLIP
FACEDRAG
VERTEXEDIT
TRANSACTION
UNDO
REDO
OBJ
EXPORT [PACKAGE=] TYPE= FILE= NAME=
SavePackage Package=
CLASS
LOAD FILE=*.u
LOAD FILE=*.uc PACKAGE= NAME=
NEW PARENT= PACKAGE= NAME=
SPEW [ALL] [PACKAGE=]
SCRIPT
MAKE [ALL] [BOOT]
CAMERA
{UPDATE|OPEN} [NAME=] [HWND=] [XR=] [YR=] [FLAGS=] [REN=] [MISC1=] [MISC2=] [NAMEFILTER=] [GROUP=] [TEXTURE=|PACKAGE=|MESH=] [X=] [Y=]
HIDESTANDARD
CLOSE
ALL
FREE
NAME=
ALIGN [NAME=]
SELECT NAME=
BRUSH
APPLYTRANSFORM
SET
RESET
MIRROR
X
Y
Z
SCALE
RESET
[X= Y= Z=] [SHEER=] [SHEERAXIS=XY|XZ|YX|YZ|ZX|ZY]
ROTATETO [YAW= PITCH= ROLL=]
ROTATEREL [YAW= PITCH= ROLL=]
MOVETO [X= Y= Z=]
MOVEREL [X= Y= Z=]
ADD [FLAGS=]
ADDMOVER [CLASS=] [MESH=] [MM=1|0]
SUBTRACT
FROM
INTERSECTION
DEINTERSECTION
NEW
LOAD FILE=
SAVE FILE=
EXPORT FILE=
IMPORT FILE= [MERGE=1}0] [FLAGS=]
MORE
LEVEL
REDRAW
LINKS
VALIDATE
FIX
MAYBEAUTOSAVE
HOOK
PLAYMAP
APP SET [PROGRESSBAR=] [PROGRESSTEXT=] [PROGRESSDLG=]
ACTORPROPERTIES
PREFERENCES
LEVELPROPERTIES
TEXTUREPROPERTIES TEXTURE=
CLASSPROPERTIES CLASS=
MESHPROPERTIES MESH=
AUDIO PLAY [NAME=]
SETCURRENTCLASS [CLASS=]
MUSIC PLAY [NAME=]
SELECTNAME [NAME=]
JUMPTO
LSTAT
DUMPINT
MACRO
EXEC
NEW [STANDALONE}PUBLIC|PRIVATE] <name> [Package=] [File=] [ContextClass=] [Context=] [Name=]
LOAD FILE= [Package=]
FONT IMPORT
OBJ
LOAD
IMPORT TYPE=
MESHMAP
SCALE MESHMAP= X= Y= Z=
SETTEXTURE MESHMAP= TEXTURE= NUM= [TLOD=]
SETPOLYFLAGS MESHMAP= NUM= [POLYFLAGS=]
ANIM
IMPORT ANIM= ANIMFILE= [UNMIRROR=1|0] [ZEROTEX=1|0] [IMPORTSEQS=1|0] [UNMIRRORTEX=] [COMPRESS=]
NOTIFY ANIM= SEQ= TIME= FUNCTION=
DIGEST ANIM= [VERBOSE]
SEQUENCE ANIM= SEQ= STARTFRAME= NUMFRAMES= [GROUP=] [RATE=30.0] [TRACKTIME=1.0] [ROOTTRACK] [ROOTONLY] [COMPRESS=] [STARTBONE=] [MAXKEYS=] [COMPSTYLE=]
AUDIO IMPORT [FILE=] [PACKAGE=] [GROUP=] [NAME=]
MUSIC IMPORT [FILE=] [PACKAGE=] [GROUP=] [NAME=]
MESH
MODELIMPORT MESH= MODELFILE= [UNMIRROR=1|0] [ZEROTEX=1|0] [MLOD=1|0] [LODSTYLE=] [LODFRAME=] [LODNOTEX=1|0] [UNMIRRORTEX=]
EXPORT MESH= FILENAME=
DROPFRAMES MESH= STARTFRAME= NUMFRAMES=
WEAPONATTACH MESH= BONE=
WEAPONPOSITION MESH= YAW= PITCH= ROLL= [X= Y= Z=]
LODPARAMS MESH= [MINVERTS=] [STRENGTH=] [MORPH=0.0-1.0] [HYSTERESIS=] [ZDISP=]
ORIGIN MESH= [X= Y= Z=] [YAW= PITCH= ROLL=]
BOUNDINGBOX MESH= [XMIN=] [YMIN=] [ZMIN=] [XMAX=] [YMAX=] [ZMAX=]
BOUNDINGSPHERE MESH= [X= Y= Z= W=]
SEQUENCE MESH= SEQ= STARTFRAME= NUMFRAMES= [RATE=] [GROUP=]
NOTIFY MESH= SEQ= TIME= FUNCTION=
GETPROPERTIES MESH=
DEFAULTANIM MESH= ANIM=
IMPORT MESH= ANIVFILE= DATAFILE= [REORDER=] [UNMIRROR=1|0] [ZEROTEX=1|0] [MLOD=1|0] [LODSTYLE=] [LODFRAME=] [LODNOTEX=1|0] [LODOLD=1|0] [UNMIRRORTEX=]
FLIPFACES MESH=
Texture
Import {Package=|File=} [Name=] [Mips=1|0] [DXT=] [BTC=] [P8] [GROUP=] [LODSet=] [TexFlags=] [FLAGS=] [DETAIL=] [MTEX=] [NEXT=] [ALPHATRICK=1|0]
MergeCompressed {Package=|File=} GROUP=
MergeCompressed {Package=|File=} [NAME=] [Mips=1|0]
+Some commands from Engine, part of them do nothing
BRIGHTNESS
FPS
CRACKURL
FLUSH
DEMOREC
DEMOPLAY
MEM
DUMPNATIVES
GET
SET
OBJ
GARBAGE
MARK
MARKCHECK
REFS CLASS= NAME=
HASH
CLASSES
DEPENDENCIES PACKAGE= [EXCLUDE0=] ... [EXCLUDE15=]
LIST [CLASS=] [PACKAGE=] [INSIDE=] [VERBOSE]
VFHASH
LINKERS
GTIME
GETMD5
DUMPMD5
VALIDATEMD5
ShowLog
TakeFocus
EditActor {Class=|Name=}
HideLog
Preferences
MPLAYER
HEAT
STAT [Net] [Fps] [Global] [Mesh] [Actor] [Filter] [Reject] [Span] [Zone] [Light] [Occlusion] [Game] [Soft] [Cache] [PolyV] [PolyC] [Illum] [Hardware] [EARI] [EARIDetail] [Anim]
TLOD
MLOD
MLMODE
MLFIX
REND [LEAK] [BONE] [BLEND|T]
DUMPCACHE
The backend editor library exposes an Exec function which we pass string commands to.
These commands can look like
TRANSACTION UNDO
to undo an operation, or as complex asFString::Printf(TEXT("LIGHT APPLY SELECTED=%d VISIBLEONLY=%d"), bSelected, bVisibleOnly)
to build lighting in the map.I should map out these commands with their respective functionality so I don't have to keep hunting UnrealEd's main.cpp for the correct command.
This can be a simple markdown file that lives in docs/