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@reg2k
Last active June 25, 2023 07:26
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Control Tweakables
<tweakables>
<tweakable type="bool" name="Ability Invisibility:Draw debug" value="0"/>
<tweakable type="bool" name="Ability Levitate: Allow Hold input" value="0"/>
<tweakable type="bool" name="Ability Levitate: Disable" value="0"/>
<tweakable type="bool" name="Ability Levitate: infinite Hover" value="0"/>
<tweakable type="bool" name="Ability Levitate: Levitate Debug" value="0"/>
<tweakable type="float1" name="Ability Stun: Allowed distance from Stun" value="0.500000"/>
<tweakable type="bool" name="Ability Stun: Draw Debug" value="0"/>
<tweakable type="float1" name="Ability Stun:Max Player stun duration (fallback)" value="10.000000"/>
<tweakable type="float1" name="AbilityCompel:Camera fade in" value="1.000000"/>
<tweakable type="float1" name="AbilityCompel:Camera y offset" value="1.000000"/>
<tweakable type="bool" name="AbilityCompel:Draw debug" value="0"/>
<tweakable type="float1" name="AbilityCompel:Importance Factor of Distance when selecting targets" value="0.100000"/>
<tweakable type="float1" name="AbilityCompel:Maximum angle for selecting targets" value="25.000000"/>
<tweakable type="float1" name="AbilityCompel:Maximum range for selecting targets" value="23.000000"/>
<tweakable type="float1" name="AbilityCompel:Min hold time to start" value="0.200000"/>
<tweakable type="bool" name="AbilityDetonate: Debug Draw" value="0"/>
<tweakable type="float2" name="AbilityDodge - BreakGlass: Chunk Damage HotSpot-Max" value="750.000000 500.000000"/>
<tweakable type="float2" name="AbilityDodge - BreakGlass: Impulse HotSpot-Max" value="50.000000 30.000000"/>
<tweakable type="float1" name="AbilityDodge - BreakGlass: Max Half Size of chunks to be dodgeable" value="0.500000"/>
<tweakable type="float2" name="AbilityDodge - BreakGlass: Radius HotSpot-Max" value="1.500000 2.000000"/>
<tweakable type="float1" name="AbilityDodge - BreakGlass: Vertical Offset" value="1.000000"/>
<tweakable type="float1" name="AbilityDodge - Shield Bash: Knockback Wave Speed (m/s)" value="100.000000"/>
<tweakable type="float1" name="AbilityDodge - Shield Bash: Max Angle (deg)" value="85.000000"/>
<tweakable type="float1" name="AbilityDodge - Shield Bash: Radius" value="1.400000"/>
<tweakable type="float1" name="AbilityDodge - Shield Bash: Ray Separation" value="1.200000"/>
<tweakable type="bool" name="AbilityDodge: Debug Draw Dodge Rays" value="0"/>
<tweakable type="bool" name="AbilityDodge: Debug Draw Shield Bash Rays" value="0"/>
<tweakable type="bool" name="AbilityDodge: Enable Debug" value="0"/>
<tweakable type="float1" name="AbilityDodge: Ground blocking ray height offset 1" value="0.750000"/>
<tweakable type="float1" name="AbilityDodge: Ground blocking ray height offset 2" value="1.540000"/>
<tweakable type="float1" name="AbilityDodge: Minimum distance away from target before dodge can cancel" value="1.000000"/>
<tweakable type="float1" name="AbilityDodge: Minimum distance away from target to do rotational updates" value="0.200000"/>
<tweakable type="bool" name="AbilityDodge: Use Facing Direction When There Is No Movement Input" value="0"/>
<tweakable type="bool" name="AbilityDrifterCharge: Debug Draw" value="0"/>
<tweakable type="float1" name="AbilityDrifterCharge: Ground test length" value="0.100000"/>
<tweakable type="bool" name="AbilityDrifterDodge: Debug Draw" value="0"/>
<tweakable type="bool" name="AbilityForwardShield-OverrideContent : Allow Object At Shield Center" value="0"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent : Depth Distribution Range" value="0.700000 1.200000"/>
<tweakable type="bool" name="AbilityForwardShield-OverrideContent : Enable Tweakables Overriding Content" value="0"/>
<tweakable type="int" name="AbilityForwardShield-OverrideContent : Max Objects In Shield (picked)" value="60"/>
<tweakable type="int" name="AbilityForwardShield-OverrideContent : Min Objects In Shield (spawned)" value="60"/>
<tweakable type="float1" name="AbilityForwardShield-OverrideContent : Object Shielding Distance" value="0.300000"/>
<tweakable type="float1" name="AbilityForwardShield-OverrideContent : Objects Min distance around center" value="0.400000"/>
<tweakable type="float1" name="AbilityForwardShield-OverrideContent : Objects Scatter Variance" value="0.100000"/>
<tweakable type="float1" name="AbilityForwardShield-OverrideContent : Radius to Gather objects" value="10.000000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent : Scatter Range" value="0.200000 0.500000"/>
<tweakable type="float1" name="AbilityForwardShield-OverrideContent : Shield Right Side Offset" value="0.500000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent :Obj Dodge Acceleration MinMax" value="0.000000 100.000000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent :Obj Gather Acceleration MinMax" value="0.000000 100.000000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent :Obj Gather Peak Speed MinMax" value="8.000000 12.000000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent :Obj in Shield Dodge Peak Speed MinMax" value="100.000000 100.000000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent :Obj in Shield Peak Speed MinMax" value="2.000000 3.500000"/>
<tweakable type="float2" name="AbilityForwardShield-OverrideContent :Obj Shielding Acceleration MinMax" value="0.000000 100.000000"/>
<tweakable type="bool" name="AbilityForwardShield: Allow Individual Object Shakes" value="1"/>
<tweakable type="float1" name="AbilityForwardShield: Collision Raycast Radius" value="0.600000"/>
<tweakable type="bool" name="AbilityForwardShield: Debug Draw" value="0"/>
<tweakable type="float1" name="AbilityForwardShield: Factor for estimating object speed (1.0f/ShieldMovementSpeed)" value="0.200000"/>
<tweakable type="float1" name="AbilityForwardShield: Internal AI Recovery Time After Launch" value="4.500000"/>
<tweakable type="float1" name="AbilityForwardShield: Life time of spawned objects" value="20.000000"/>
<tweakable type="float1" name="AbilityForwardShield: Max disable to spawn from ground" value="2.000000"/>
<tweakable type="float1" name="AbilityForwardShield: Picked Environment Objects Max Proportion" value="0.300000"/>
<tweakable type="bool" name="AbilityForwardShield: Raycast Spawn Location" value="1"/>
<tweakable type="int" name="AbilityForwardShield: Reduce Contacts For Frames" value="15"/>
<tweakable type="bool" name="AbilityForwardShield: Spawn Objects From Ground" value="1"/>
<tweakable type="float1" name="AbilityForwardShield: Speed Decrease Lerp Factor" value="0.100000"/>
<tweakable type="float1" name="AbilityForwardShield:Norm health limit for VFX 1" value="0.500000"/>
<tweakable type="float1" name="AbilityForwardShield:Norm health limit for VFX 2" value="0.200000"/>
<tweakable type="float1" name="AbilityForwardShield:Shield Rotation Offset From Camera" value="-7.500000"/>
<tweakable type="bool" name="AbilityJump:Debug" value="0"/>
<tweakable type="float1" name="AbilityLaunch-Enemies: Default Radius" value="0.700000"/>
<tweakable type="bool" name="AbilityLaunch-Enemies: Force move all parts" value="1"/>
<tweakable type="int" name="AbilityLaunch-Enemies: Launch Category for damage purposes" value="1"/>
<tweakable type="float1" name="AbilityLaunch-Enemies: Max bounce speed" value="25.000000"/>
<tweakable type="float1" name="AbilityLaunch-Enemies: Normalized Ignore Radius" value="0.250000"/>
<tweakable type="int" name="AbilityLaunch-Enemies:Alive Enemies pick priority (0:lower)" value="8"/>
<tweakable type="bool" name="AbilityLaunch-Enemies:Allow launch of enemies" value="1"/>
<tweakable type="float1" name="AbilityLaunch-Enemies:Dead Enemies pick priority (0:lower)" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch-Enemies:Interaction pick priority (0:lower)" value="0.100000"/>
<tweakable type="int" name="AbilityLaunch-Enemies:Interaction volume group" value="2"/>
<tweakable type="int" name="AbilityLaunch-Enemies:Ragdoll volume group" value="2"/>
<tweakable type="int" name="AbilityLaunch-Enemies:Volume group for visual purposes" value="2"/>
<tweakable type="float1" name="AbilityLaunch-Follow Collision Correction:Compensation Ratio of Distance Lost" value="0.600000"/>
<tweakable type="bool" name="AbilityLaunch-Follow Collision Correction:Draw Debug" value="0"/>
<tweakable type="bool" name="AbilityLaunch-Follow Collision Correction:Enabled Follow Collision Correction" value="1"/>
<tweakable type="float1" name="AbilityLaunch-Follow Collision Correction:Max Distance Upwards After Compensating" value="0.700000"/>
<tweakable type="float2" name="AbilityLaunch-Follow Collision Correction:Radius Min-Max Limits for collision test" value="0.100000 0.700000"/>
<tweakable type="float1" name="AbilityLaunch-Follow Collision Correction:Ratio of Radius used for collision test" value="0.700000"/>
<tweakable type="bool" name="AbilityLaunch-Follow Offset: Draw Debug" value="0"/>
<tweakable type="float3" name="AbilityLaunch-Follow Offset: First Position" value="-0.370000 1.500000 0.250000"/>
<tweakable type="float1" name="AbilityLaunch-Follow Offset: Overlap" value="0.670000"/>
<tweakable type="float3" name="AbilityLaunch-Follow Offset: Second Position" value="3.110000 2.500000 1.110000"/>
<tweakable type="float3" name="AbilityLaunch-Follow Offset: Target Position" value="1.200000 1.500000 0.250000"/>
<tweakable type="float3" name="AbilityLaunch-Follow Offset: Third Position" value="3.214000 6.660000 5.470000"/>
<tweakable type="float1" name="AbilityLaunch-Grenade:Additional Pick Up Radius Around Player" value="4.000000"/>
<tweakable type="bool" name="AbilityLaunch-Grenade:Allow launch of grenades" value="1"/>
<tweakable type="float1" name="AbilityLaunch-Grenade:Projectiles pick priority (0:lower)" value="1.100000"/>
<tweakable type="bool" name="AbilityLaunch-Grenade:Reset Fuse only once" value="0"/>
<tweakable type="bool" name="AbilityLaunch-Grenade:Skip LOS Test for Projectiles" value="1"/>
<tweakable type="float1" name="AbilityLaunch-Grenade:Timer for re-launched projectiles" value="6.000000"/>
<tweakable type="bool" name="AbilityLaunch-GroundSpawn:Allow Ground Spawn" value="1"/>
<tweakable type="float1" name="AbilityLaunch-GroundSpawn:Front Offset to Origin" value="4.000000"/>
<tweakable type="float1" name="AbilityLaunch-GroundSpawn:Ground Spawn Max distance" value="6.000000"/>
<tweakable type="float1" name="AbilityLaunch-GroundSpawn:Ground Spawn Min distance from camera" value="2.000000"/>
<tweakable type="float1" name="AbilityLaunch-GroundSpawn:Ground Spawn Navmesh Remap Allowance" value="3.000000"/>
<tweakable type="float1" name="AbilityLaunch-GroundSpawn:Min Distance To Last Spawn Used" value="1.000000"/>
<tweakable type="bool" name="AbilityLaunch-Layer Reset:Draw Debug" value="0"/>
<tweakable type="float1" name="AbilityLaunch-Liberation:Base Strength of the Liberation Impulse" value="10.000000"/>
<tweakable type="float1" name="AbilityLaunch-Liberation:Chunk Damage of Liberation Impulse" value="750.000000"/>
<tweakable type="bool" name="AbilityLaunch-Liberation:Create an extra break bond for some objects" value="0"/>
<tweakable type="bool" name="AbilityLaunch-Liberation:Create an Impulse at the end of Hold" value="1"/>
<tweakable type="float1" name="AbilityLaunch-Liberation:Donut Radius of Liberation Break Bond" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch-Liberation:Extra Radius of Liberation Impulse" value="0.500000"/>
<tweakable type="float1" name="AbilityLaunch-Liberation:Extra Strength of the Liberation Impulse for pinned objects" value="50.000000"/>
<tweakable type="float2" name="AbilityLaunch-Multi:Delay between Launch Controllers Start (min/max)" value="0.050000 0.300000"/>
<tweakable type="float1" name="AbilityLaunch-Multi:Delay between Launch Controllers Stop" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch-Object Filtering: Min Angle To Y axis For Filter" value="0.942478"/>
<tweakable type="float1" name="AbilityLaunch-Object Filtering: Min Squared Distance To Player For Filter" value="4.000000"/>
<tweakable type="float1" name="AbilityLaunch-Object Filtering: Owner Height Offset" value="0.500000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Cone Z offset from camera" value="-6.500000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Importance Factor of Distance" value="0.198203"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Importance Factor of Volume" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Max time between Direct TOS Update Intervals" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Max time between Object to Launch Update Intervals" value="0.250000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Maximum angle for cone to pick launch objects" value="39.000000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Maximum range for cone to pick launch objects" value="23.000000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Object Selection Extension Ray Length" value="17.000000"/>
<tweakable type="float1" name="AbilityLaunch-Selection:Object Selection Ray Cast Radius" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch-Target Selection: Multi Launch Auto Aim FOV" value="50.000000"/>
<tweakable type="float1" name="AbilityLaunch-Target Selection: Near Character auto aim max Range" value="40.000000"/>
<tweakable type="float1" name="AbilityLaunch-Target Selection: Near Character auto aim min Range" value="0.000000"/>
<tweakable type="float1" name="AbilityLaunch-Target Selection: Single Launch Auto Aim FOV" value="30.000000"/>
<tweakable type="bool" name="AbilityLaunch: [Animation] Face Target" value="1"/>
<tweakable type="int" name="AbilityLaunch: Create Gravity Waves" value="1"/>
<tweakable type="float1" name="AbilityLaunch:Distance to objective to change animation to follow ( but not curve )" value="5.000000"/>
<tweakable type="float1" name="AbilityLaunch:Distance to skip travel step" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunch:Fallback objects despawn life time" value="20.000000"/>
<tweakable type="float1" name="AbilityLaunch:Height offset for objects being held" value="1.250000"/>
<tweakable type="float1" name="AbilityLaunch:Max Time in Travel" value="3.000000"/>
<tweakable type="float1" name="AbilityLaunch:Max Time in Travel For Ragdolls" value="2.500000"/>
<tweakable type="float1" name="AbilityLaunch:Pick score penalty for objects that did fail the LOS tests" value="0.500000"/>
<tweakable type="float1" name="AbilityLaunch:Pick score priority for explosive objects" value="0.300000"/>
<tweakable type="float1" name="AbilityLaunch:Reach Hold Above Target Margin" value="0.100000"/>
<tweakable type="float1" name="AbilityLaunch:Reach Travel to Follow Target Margin" value="0.300000"/>
<tweakable type="float1" name="AbilityLaunch:Reach Travel to Follow Target Margin (For Ragdolls)" value="0.150000"/>
<tweakable type="bool" name="AbilityLaunch:Spawn Fallback objects" value="1"/>
<tweakable type="int" name="AbilityLaunch:Spawned Object Max Chunk Life" value="250"/>
<tweakable type="float1" name="AbilityLaunch:Time Holding Above" value="0.250000"/>
<tweakable type="float1" name="AbilityLaunch:Time In Hold Movement" value="0.225000"/>
<tweakable type="float1" name="AbilityLaunch:Time In Place" value="0.010000"/>
<tweakable type="bool" name="AbilityLaunch:Use Launch Curve" value="1"/>
<tweakable type="bool" name="AbilityLaunch:Use Static wall as launch object" value="1"/>
<tweakable type="bool" name="AbilityLaunchDebug: Debug bounce of launched objects" value="0"/>
<tweakable type="bool" name="AbilityLaunchDebug: Debug Draw" value="0"/>
<tweakable type="bool" name="AbilityLaunchDebug: Debug sight lines for picking objects" value="0"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Air Friction" value="7.500000"/>
<tweakable type="bool" name="AbilityLaunchObject-Physicality: Allow Start Angular Force" value="0"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Angular Force Strength Factor while charging" value="30.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Angular Velocity Speed while launching" value="10.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Bounce Velocity Factor" value="0.300000"/>
<tweakable type="bool" name="AbilityLaunchObject-Physicality: Disable Gravity For Launch Objects" value="1"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Object Brake Stiffness" value="1.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Object Compression Elasticity" value="120.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Object End Stiffness" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Object Expansion Elasticity" value="60.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Object Gravity Scale" value="1.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Object Stiffness" value="0.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Pendulum Angular Damp" value="27.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Pendulum Gravity Multiplier" value="7.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Pendulum Object Velocity Multiplier" value="14.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Pendulum Random Offset" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Pitch bias" value="-2.500000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Ragdoll Brake Stiffness" value="1.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Ragdoll End Stiffness" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Ragdoll Gravity Scale" value="0.400000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Ragdoll Stiffness" value="0.200000"/>
<tweakable type="bool" name="AbilityLaunchObject-Physicality: Reduced Contacts in Launch Phase" value="0"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Velocity Cap" value="35.000000"/>
<tweakable type="float1" name="AbilityLaunchObject-Physicality: Yaw bias" value="0.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Audio charge acceleration" value="2.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Audio charge speed" value="11.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Blend weight for Orientation" value="0.200000"/>
<tweakable type="bool" name="AbilityLaunchObject: Break Glass while moving towards player" value="1"/>
<tweakable type="float1" name="AbilityLaunchObject: Charge Displacement Acceleration Min Max" value="10.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Charge Displacement Maximum move to speed" value="5.000000"/>
<tweakable type="bool" name="AbilityLaunchObject: Destroy Spawned Objects When Dropped" value="1"/>
<tweakable type="float1" name="AbilityLaunchObject: Displacement Charge velocity max range" value="10.000000"/>
<tweakable type="bool" name="AbilityLaunchObject: Draw debug" value="0"/>
<tweakable type="float1" name="AbilityLaunchObject: Follow Min Distance to Move" value="0.100000"/>
<tweakable type="bool" name="AbilityLaunchObject: Free Aim for directly Aimed Characters" value="0"/>
<tweakable type="float1" name="AbilityLaunchObject: Impulse Decay Ratio for Final Impact" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunchObject: Kinematic Default Launch Speed" value="70.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Kinematic Ignore Contacts above this radius" value="0.250000"/>
<tweakable type="float1" name="AbilityLaunchObject: Kinematic Max Bounce Speed" value="20.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Kinematic Max Launch Time" value="2.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Kinematic Min Impulse Upon Impact" value="50.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Kinematic Target To Distance to direct impact" value="0.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Min Time between breaking Impulses" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunchObject: Near Character auto aim max Range" value="40.000000"/>
<tweakable type="float1" name="AbilityLaunchObject: Reached target radius" value="0.200000"/>
<tweakable type="float1" name="AbilityLaunchObject: Target offset from hitpoint" value="0.100000"/>
<tweakable type="float1" name="AbilityMelee : Locked Input time for Player" value="0.400000"/>
<tweakable type="float1" name="AbilityMelee : Min Velocity To Keep Direction" value="0.050000"/>
<tweakable type="float1" name="AbilityMelee : Min Wanted Speed from stick to use as direction" value="0.100000"/>
<tweakable type="bool" name="AbilityMelee : Rotate Forward Impulses as Camera Front" value="1"/>
<tweakable type="bool" name="AbilityMelee : Rotation set by code" value="1"/>
<tweakable type="bool" name="AbilityMelee : Weak attack allowed if no resource" value="1"/>
<tweakable type="bool" name="AbilityMelee :Animation Driven Camera" value="0"/>
<tweakable type="float1" name="AbilityMelee :Camera Bone Blend Time" value="1.000000"/>
<tweakable type="bool" name="AbilityMelee :Draw debug" value="0"/>
<tweakable type="float1" name="AbilityMelee :Front aim offset if no magnet" value="1.000000"/>
<tweakable type="float1" name="AbilityMelee :Height Offset For Damage Areas" value="1.000000"/>
<tweakable type="float1" name="AbilityMelee :LockedOn Final Distance (m)" value="2.000000"/>
<tweakable type="float1" name="AbilityMelee :LockOn Angle To Camera (degrees)" value="90.000000"/>
<tweakable type="float1" name="AbilityMelee :LockOn Min Distance To Camera (m)" value="0.250000"/>
<tweakable type="bool" name="AbilityMelee :Melee towards Camera Front" value="1"/>
<tweakable type="bool" name="AbilityMelee :Simplified Draw debug" value="0"/>
<tweakable type="float1" name="AbilityMelee: Height offset for VFX Matrix Ray cast" value="1.000000"/>
<tweakable type="bool" name="AbilityMultiLaunch:Draw debug" value="0"/>
<tweakable type="float1" name="AbilityMultiLaunch:Height offset for objects being held" value="1.250000"/>
<tweakable type="int" name="AbilityMultiLaunch:Spawned objects chunk Health" value="200"/>
<tweakable type="float1" name="AbilityMultiLaunch:Spawned objects life time" value="30.000000"/>
<tweakable type="float1" name="AbilityMultiLaunch:Time In Hold Movement" value="0.500000"/>
<tweakable type="bool" name="AbilityProperties: Use Half Extents as Average" value="1"/>
<tweakable type="bool" name="AbilityReceiver-Launch:Allow shorter time rising from animation" value="1"/>
<tweakable type="float1" name="AbilityReceiver-Launch:Time for recovery when dropped if no animation" value="1.000000"/>
<tweakable type="float1" name="AbilityReceiver-Launch:Time rising before DoT starts" value="0.200000"/>
<tweakable type="bool" name="AbilityResource:Debug" value="0"/>
<tweakable type="bool" name="AbilitySlam : Accurate Line of Sight Slam Target" value="0"/>
<tweakable type="bool" name="AbilitySlam : Only Target Enemies" value="0"/>
<tweakable type="bool" name="AbilitySlam : Requires touching Ground to use again" value="1"/>
<tweakable type="float1" name="AbilitySlam : Small Ground Vertical offset to Damage Origin" value="0.500000"/>
<tweakable type="bool" name="AbilitySlam :Code driven character rotation" value="1"/>
<tweakable type="bool" name="AbilitySlam :Draw debug" value="0"/>
<tweakable type="bool" name="AbilitySlam :Keep Y axis" value="1"/>
<tweakable type="float1" name="AbilitySlam :Max Angle To Consider Ground Surface" value="60.000000"/>
<tweakable type="bool" name="AbilitySlam :Placeholder Draw debug target" value="0"/>
<tweakable type="bool" name="AbilitySlam :Use VFX Matrix system for hit event" value="0"/>
<tweakable type="bool" name="AbilitySmash :Auto Aim Time Used while in Anticipation" value="0"/>
<tweakable type="bool" name="AbilitySmash :Draw debug" value="0"/>
<tweakable type="bool" name="AbilitySmash :Force Aim In player" value="1"/>
<tweakable type="bool" name="AbilitySmash :Force Impact where Aim is" value="0"/>
<tweakable type="float1" name="AbilitySmash :Target Auto Aim smooth" value="0.200000"/>
<tweakable type="bool" name="Action System: Draw Detailed Protector debug" value="0"/>
<tweakable type="bool" name="AdhesionTargetComponent:Adhesion Debug " value="0"/>
<tweakable type="bool" name="AI:Draw dynamic blocker debug" value="0"/>
<tweakable type="bool" name="AI:Enable Y culling" value="0"/>
<tweakable type="float1" name="AI:Point Light Range Multiplier" value="0.400000"/>
<tweakable type="float1" name="AI:Y cull" value="900.000000"/>
<tweakable type="bool" name="Aim Node: Show Target Debug" value="0"/>
<tweakable type="bool" name="Ambiance stack:Debug" value="0"/>
<tweakable type="int" name="Ambient Probe:Convolution Mip Count" value="5"/>
<tweakable type="int" name="Ambient Probe:Debug Accumulator" value="-1"/>
<tweakable type="bool" name="Ambient Probe:Debug Final SH" value="0"/>
<tweakable type="int" name="Ambient Probe:Generate SH from mip" value="-1"/>
<tweakable type="int" name="Ambient Probe:Reflection Mip Count" value="7"/>
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<tweakable type="bool" name="Ambient Probe:View Final SH" value="0"/>
<tweakable type="float1" name="Analytics: Narrative Object View Time Threshold" value="2.000000"/>
<tweakable type="bool" name="Apex:Update Apex Camera" value="1"/>
<tweakable type="float1" name="Arcade: arcade_will_expire time" value="10.000000"/>
<tweakable type="float1" name="Arcade: Default time" value="120.000000"/>
<tweakable type="bool" name="Armor:Debug draw" value="0"/>
<tweakable type="bool" name="Asset Node:Loading Debug" value="0"/>
<tweakable type="float1" name="Attract Area: Character attract multiplier" value="1.000000"/>
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<tweakable type="bool" name="Audio:Debug dynamic propagation" value="0"/>
<tweakable type="bool" name="Audio:Debug print analysis" value="0"/>
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<tweakable type="bool" name="Audio:Mute Ambisonics FRONT CENTER" value="1"/>
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<tweakable type="int" name="Audio:RTPC frame update" value="3"/>
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<tweakable type="bool" name="Audio:Third person listener" value="1"/>
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<tweakable type="list" name="bonsai AIGridManager:CombatZone Names" value="CombatZone"/>
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<tweakable type="bool" name="Bonsai AIGridManager:Debug field" value="0"/>
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<tweakable type="bool" name="Bonsai Body Controller:Paralyze All" value="0"/>
<tweakable type="bool" name="Bonsai Body Sensor:Draw Debug" value="0"/>
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<tweakable type="bool" name="bonsai EQSCoverPositionGeneratorInstance:Draw debug" value="0"/>
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<tweakable type="float1" name="Bonsai SmartObject Service:Cooldown between attachments" value="60.000000"/>
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<tweakable type="bool" name="BulletDetectSphere:Debug Collisions" value="0"/>
<tweakable type="bool" name="BulletDetectSphere:Draw spheres" value="0"/>
<tweakable type="bool" name="Bureau Alerts:Show Stats" value="0"/>
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<tweakable type="bool" name="Camera: Offset From animation in character space" value="1"/>
<tweakable type="float1" name="Camera: Weight from animation offset" value="1.000000"/>
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<tweakable type="bool" name="Cover Component:Enable" value="0"/>
<tweakable type="bool" name="Cover Component:Enable High Covers" value="0"/>
<tweakable type="float1" name="Cover Component:Floor Sweep Test Height" value="0.380000"/>
<tweakable type="float1" name="Cover Component:High Cover Max Angle (deg)" value="85.000000"/>
<tweakable type="float1" name="Cover Component:High Cover Min Angle (deg)" value="-30.000000"/>
<tweakable type="float1" name="Cover Component:High Cover Side Check Length" value="2.000000"/>
<tweakable type="float1" name="Cover Component:High Cover Side Step Animation Dist(m)" value="1.000000"/>
<tweakable type="float1" name="Cover Component:High Cover Side Step Animation Time(s)" value="1.000000"/>
<tweakable type="float1" name="Cover Component:High Cover Test Height" value="1.740000"/>
<tweakable type="float1" name="Cover Component:High Cover Test Width" value="1.300000"/>
<tweakable type="float1" name="Cover Component:Length of raycast used for cover normal checks" value="5.000000"/>
<tweakable type="float1" name="Cover Component:Length of raycasts going around the player" value="0.500000"/>
<tweakable type="float1" name="Cover Component:Low Cover Test Height" value="0.980000"/>
<tweakable type="float1" name="Cover Component:Max Player Velocity" value="5.000000"/>
<tweakable type="float1" name="Cover Component:Min Velocity on cover object" value="1.000000"/>
<tweakable type="float1" name="Cover Component:Test Radius" value="0.300000"/>
<tweakable type="bool" name="CrashTesting: Abort - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: Assert - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: Corrupt Pool Memory" value="0"/>
<tweakable type="bool" name="CrashTesting: CPU Hang - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: Crash - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: Error - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: OOM (1mb) - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: Unhandled Crash" value="0"/>
<tweakable type="bool" name="CrashTesting: User Error - MainThread" value="0"/>
<tweakable type="bool" name="CrashTesting: WER Crash" value="0"/>
<tweakable type="float1" name="Damage: Heavy impact event damage threshold" value="0.300000"/>
<tweakable type="float1" name="Damage: Massive damage event damage threshold" value="0.500000"/>
<tweakable type="float1" name="Damage: Min Time between same events" value="0.100000"/>
<tweakable type="bool" name="DamageCauserComponent: Debug Draw" value="0"/>
<tweakable type="float1" name="DamageIndicator:Duration" value="3.000000"/>
<tweakable type="float1" name="DamageIndicator:Reuse Angle Threshold" value="0.500000"/>
<tweakable type="float1" name="DamageIndicator:Reuse Time Normalized Threshold" value="0.500000"/>
<tweakable type="bool" name="DDS: Armor" value="0"/>
<tweakable type="bool" name="DDS: Damage Receiver" value="0"/>
<tweakable type="bool" name="DDS: Enable AirNavigationBot data collection" value="0"/>
<tweakable type="bool" name="DDS: Enable EQS data collection" value="1"/>
<tweakable type="bool" name="DDS: Enable NavigationAgent data collection" value="0"/>
<tweakable type="bool" name="DDS: Enable PositionReservation data collection" value="1"/>
<tweakable type="bool" name="DDS: Enable TargetPickerService data collection" value="1"/>
<tweakable type="bool" name="DDS: Gameplay Collision" value="0"/>
<tweakable type="bool" name="DDS: Gameplay Collision collection" value="0"/>
<tweakable type="bool" name="DDS: Health" value="0"/>
<tweakable type="bool" name="DDS:AirNavigationBot" value="0"/>
<tweakable type="bool" name="dds:BehaviorTreeMoveToCover CollectData" value="0"/>
<tweakable type="bool" name="dds:BehaviorTreeMoveToCover DebugDraw" value="0"/>
<tweakable type="bool" name="DDS:GameVisionSensor" value="0"/>
<tweakable type="bool" name="DDS:Move To Follow" value="0"/>
<tweakable type="bool" name="DDS:NavigationAgent" value="0"/>
<tweakable type="bool" name="DDS:PositionReservation" value="0"/>
<tweakable type="bool" name="DDS:Speed Matching" value="0"/>
<tweakable type="bool" name="DDS:Target Picker Service" value="0"/>
<tweakable type="bool" name="DDS:Target Picker Weights" value="0"/>
<tweakable type="bool" name="DDS:Target Picker Weights Detailed" value="0"/>
<tweakable type="float1" name="DeathHiding:About to hide timeout" value="0.500000"/>
<tweakable type="bool" name="DeathHiding:Enabled" value="1"/>
<tweakable type="int" name="DeathHiding:Max dead bodies" value="3"/>
<tweakable type="bool" name="Debug Draw:Action System" value="0"/>
<tweakable type="bool" name="Debug Draw:AutoPickup" value="0"/>
<tweakable type="bool" name="Debug Draw:DialogueControllerComponent playback" value="0"/>
<tweakable type="bool" name="Debug Draw:EnergyDropItem" value="0"/>
<tweakable type="bool" name="Debug Draw:GameAimTargetComponent" value="0"/>
<tweakable type="bool" name="Debug Draw:GameWeaponComponent" value="0"/>
<tweakable type="bool" name="Debug Draw:HealthComponent" value="0"/>
<tweakable type="bool" name="Debug Draw:LootDropItem" value="0"/>
<tweakable type="bool" name="debugBloom:DebugBloom" value="0"/>
<tweakable type="bool" name="debugBloom:draw downsampled" value="0"/>
<tweakable type="bool" name="debugBloom:Use halfresolution" value="1"/>
<tweakable type="float1" name="debugBloom:W" value="1.000000"/>
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<tweakable type="float1" name="debugBloom:Z" value="1.000000"/>
<tweakable type="float1" name="DebugTarget:Filled Selection Time" value="1.000000"/>
<tweakable type="bool" name="DebugTarget:Show Filled Selection" value="1"/>
<tweakable type="bool" name="DebugTarget:Show WireFrame Selection" value="0"/>
<tweakable type="float1" name="DecalPhantom:Margin" value="0.250000"/>
<tweakable type="float1" name="DecalPhantom:Thickness" value="0.050000"/>
<tweakable type="bool" name="decals:Depthless boxes" value="0"/>
<tweakable type="bool" name="decals:Force inside camera" value="0"/>
<tweakable type="int" name="Default Port for Multiplayer-Connections on the client-side" value="0"/>
<tweakable type="bool" name="Deferred Lighting:Clear Compute Lookups" value="0"/>
<tweakable type="bool" name="Deferred Lighting:Enable Ambient Light" value="1"/>
<tweakable type="float1" name="Deferred Lighting:Tile Depth Far" value="100.000000"/>
<tweakable type="float1" name="Deferred Lighting:Tile Depth Near" value="0.200000"/>
<tweakable type="float1" name="Deferred Lighting:Tile Depth Split 0" value="1.000000"/>
<tweakable type="bool" name="Deferred Lighting:Update Compute Resources" value="1"/>
<tweakable type="bool" name="Deferred Lighting:Visualize Tile Lookups" value="0"/>
<tweakable type="bool" name="Destruction Chunks: Enable Collisions Between Insignificant Chunks" value="1"/>
<tweakable type="int" name="Destruction Chunks: Reduce Contacts For Max Frames" value="6"/>
<tweakable type="int" name="Destruction Chunks: Reduce Contacts For Min Frames" value="4"/>
<tweakable type="bool" name="Destruction Events:Allow Combination of similar Body Breaks" value="1"/>
<tweakable type="bool" name="Destruction Events:Allow Combination of similar Bond Breaks" value="1"/>
<tweakable type="bool" name="Destruction Events:Draw Debug" value="0"/>
<tweakable type="float1" name="Destruction Events:Max angle difference for combining" value="0.392699"/>
<tweakable type="int" name="Destruction Events:Max Destruction Events In Total" value="10"/>
<tweakable type="float1" name="Destruction Events:Max velocity angle difference for combining" value="0.392699"/>
<tweakable type="float1" name="Destruction Events:Squared Max Distance To Combine Events" value="0.500000"/>
<tweakable type="float1" name="Destruction Events:Squared Max Radius of Combined Events" value="1.000000"/>
<tweakable type="float1" name="Destruction Events:Squared Max Radius that can be discarded under pressure" value="4.000000"/>
<tweakable type="float1" name="Destruction Events:Squared Max velocity difference for combining" value="9.000000"/>
<tweakable type="float1" name="Destruction: Contact Damage Radius" value="1.000000"/>
<tweakable type="bool" name="Destruction: Debug Draw Destruction Effects" value="0"/>
<tweakable type="float1" name="Destruction: Global Base Strength" value="5000.000000"/>
<tweakable type="float1" name="Destruction: Global Shooting Damage" value="1000.000000"/>
<tweakable type="float1" name="Destruction: Global Shooting Damage" value="1000.000000"/>
<tweakable type="float1" name="Destruction: Global Shooting Damage" value="1000.000000"/>
<tweakable type="bool" name="Destruction: Initial Breaking" value="1"/>
<tweakable type="bool" name="Destruction: Maintain Momentum" value="1"/>
<tweakable type="int" name="Destruction: Max Hierarchy Depth For Breaking Tests" value="-1"/>
<tweakable type="float1" name="Destruction: Max Joint Break Force" value="100000.000000"/>
<tweakable type="float1" name="Destruction: Shooting Joint Break Max Distance" value="0.200000"/>
<tweakable type="float1" name="Destruction: Shooting Joint Break Max Distance" value="0.200000"/>
<tweakable type="float1" name="Destruction: Shooting Joint Break Max Distance" value="0.200000"/>
<tweakable type="bool" name="Destruction: Use Damage Accumulation" value="0"/>
<tweakable type="float2" name="Destruction:Chunk Destruction Variance Limits" value="0.950000 1.050000"/>
<tweakable type="int" name="Destruction:Chunk Health By Layer" value="250"/>
<tweakable type="bool" name="Destruction:Progressive Chunk Bond Destruction" value="1"/>
<tweakable type="float1" name="Detail Texture:Fade End" value="5.000000"/>
<tweakable type="float1" name="Detail Texture:Fade Start" value="3.000000"/>
<tweakable type="float1" name="Dialogue Animation:Idle Blend Time" value="0.500000"/>
<tweakable type="int" name="Dialogue Animation:Idle LOD Cut" value="2"/>
<tweakable type="bool" name="Dialogue:Debug combat queues" value="0"/>
<tweakable type="bool" name="Dialogue:Debug queues" value="0"/>
<tweakable type="bool" name="Dialogue:Print queues to debugger" value="0"/>
<tweakable type="float1" name="Dialogue:Queue display time (s)" value="20.000000"/>
<tweakable type="bool" name="DialogueControllerComponent:Debug dialogue variables" value="0"/>
<tweakable type="bool" name="DialogueEventManagerSingletonComponent:Debug dialogue variables" value="0"/>
<tweakable type="bool" name="DialogueEventManagerSingletonComponent:Debug event system" value="0"/>
<tweakable type="bool" name="DialogueEventManagerSingletonComponent:Debug received events" value="0"/>
<tweakable type="bool" name="DialogueEventManagerSingletonComponent:Debug received events VERBOSE" value="0"/>
<tweakable type="bool" name="Dismemberment:Debug Disable" value="1"/>
<tweakable type="bool" name="DispersionComponent:Debug" value="0"/>
<tweakable type="bool" name="DispersionComponent:Show AI Dispersion" value="0"/>
<tweakable type="float1" name="Effect:Decal Size" value="0.400000"/>
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<tweakable type="bool" name="Encounters:Info Panel" value="0"/>
<tweakable type="float1" name="Encounters:Pre-deactivate Event Time" value="1.000000"/>
<tweakable type="bool" name="Encounters:Print Output" value="0"/>
<tweakable type="float1" name="EnergyDrop:Spawn kick damping" value="12.000000"/>
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<tweakable type="float1" name="EnergyDrop:Spawn kick velocity" value="32.000000"/>
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<tweakable type="float1" name="Environmental Damage:Gameplay Collision object timeout" value="0.100000"/>
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<tweakable type="float2" name="Environmental Damage:Huge Object Size Max + Damage" value="1000.000000 20.000000"/>
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<tweakable type="bool" name="Episode:Active Level Debug" value="0"/>
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<tweakable type="float3" name="EpisodeController:Color Episode" value="0.500000 0.500000 0.500000"/>
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<tweakable type="float3" name="EpisodeController:Color Selection" value="1.000000 1.000000 1.000000"/>
<tweakable type="float3" name="EpisodeController:Color Task" value="0.500000 0.500000 0.500000"/>
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<tweakable type="int" name="ESRAM:Occlusion Linear Depth Offset" value="3782"/>
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<tweakable type="int" name="ESRAM:Shadowmap (Depth) Offset" value="3300"/>
<tweakable type="int" name="ESRAM:SSAA Depth Target" value="254"/>
<tweakable type="int" name="ESRAM:SSAA FXAA Target" value="-1"/>
<tweakable type="int" name="ESRAM:SSAA Target" value="384"/>
<tweakable type="int" name="ESRAM:SSAA Temp" value="58"/>
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<tweakable type="int" name="ESRAM:VectorBlur Offset" value="3300"/>
<tweakable type="int" name="Expedition:expedition_will_expire time" value="30"/>
<tweakable type="float1" name="ExposureHistogram:Adaptation Inertia" value="0.100000"/>
<tweakable type="float2" name="ExposureHistogram:Average Range" value="0.450000 0.050000"/>
<tweakable type="bool" name="ExposureHistogram:Debug Adjust Immediately" value="0"/>
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<tweakable type="bool" name="ExposureHistogram:Debug Scanline Histograms" value="0"/>
<tweakable type="bool" name="ExposureHistogram:Draw Histogram" value="0"/>
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<tweakable type="float1" name="FallComponent: Detach movement" value="1.000000"/>
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<tweakable type="float1" name="FallComponent: Max grab height" value="2.000000"/>
<tweakable type="float1" name="FallComponent: Max grab slope" value="40.000000"/>
<tweakable type="float1" name="FallComponent: Max wall slope" value="25.000000"/>
<tweakable type="float1" name="FallComponent: Min grab height" value="0.050000"/>
<tweakable type="bool" name="FallComponent: Record contacts" value="0"/>
<tweakable type="float1" name="FallComponent: Vault max land" value="0.800000"/>
<tweakable type="float1" name="FallComponent: Vault min land" value="0.200000"/>
<tweakable type="float1" name="FallComponent: Vault thickness" value="0.410000"/>
<tweakable type="float1" name="FallComponent:Heavy landing min threshold" value="14.000000"/>
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<tweakable type="float1" name="Flicker:Centroid" value="-0.500000"/>
<tweakable type="float1" name="Flicker:Cut" value="0.500000"/>
<tweakable type="bool" name="Flicker:Debug" value="0"/>
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<tweakable type="float1" name="Flicker:Freq" value="5.000000"/>
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<tweakable type="bool" name="FloatingCamera:Enable" value="0"/>
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<tweakable type="list" name="FloatingCamera:Time" value="Time"/>
<tweakable type="bool" name="FloatingCamera:Visualize Target" value="0"/>
<tweakable type="float2" name="Fog:FogGroundDensityMapScale" value="0.400000 0.700000"/>
<tweakable type="float1" name="Fog:FogGroundDensityMapScale" value="100.000000"/>
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<tweakable type="float1" name="Foliage:Branch Shake Frequency" value="1.500000"/>
<tweakable type="float1" name="Foliage:Branch Shake Stiffness" value="0.900000"/>
<tweakable type="float1" name="Foliage:Branch Shake Strength" value="15.000000"/>
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<tweakable type="float1" name="Foliage:Large Wind Frequency" value="0.500000"/>
<tweakable type="float1" name="Foliage:Large Wind Stiffness" value="0.850000"/>
<tweakable type="float1" name="Foliage:Large Wind Strength" value="30.000000"/>
<tweakable type="float1" name="Foliage:Leaf Shake Amplitude" value="1.500000"/>
<tweakable type="float1" name="Foliage:Leaf Shake Frequency" value="2.500000"/>
<tweakable type="float1" name="Foliage:Leaf Wind Amplitude" value="0.600000"/>
<tweakable type="float1" name="Foliage:Leaf Wind Frequency" value="2.500000"/>
<tweakable type="float1" name="Foliage:Small Wind Amplitude" value="1.000000"/>
<tweakable type="float1" name="Foliage:Small Wind Frequency" value="1.000000"/>
<tweakable type="float1" name="Foliage:Small Wind Stiffness" value="0.900000"/>
<tweakable type="float1" name="Foliage:Small Wind Strength" value="10.000000"/>
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<tweakable type="float1" name="Foliage:Trunk Wind Frequency" value="0.200000"/>
<tweakable type="float1" name="Foliage:Trunk Wind Stiffness" value="0.980000"/>
<tweakable type="float1" name="Foliage:Trunk Wind Strength" value="15.000000"/>
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<tweakable type="float1" name="Free Camera:Camera Rotation Speed" value="180.000000"/>
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<tweakable type="float1" name="Game HUD:Small Text" value="0.015000"/>
<tweakable type="float1" name="Game HUD:Subtitles" value="0.020000"/>
<tweakable type="float1" name="Game HUD:Transparency" value="1.000000"/>
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<tweakable type="int" name="Game Properties: Upgrade points per level" value="3"/>
<tweakable type="bool" name="GameAnimationInputLookAtComponent:Draw debug" value="1"/>
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<tweakable type="float1" name="GamePlayerCameraMovementComponent: Aim Snap fade-in time (s)" value="0.200000"/>
<tweakable type="bool" name="GamePlayerCameraMovementComponent:Camera Movement Override" value="0"/>
<tweakable type="float1" name="GamePlayerCameraMovementComponent:Max Aim Snap Vertical Angle (deg)" value="75.000000"/>
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<tweakable type="float1" name="GamePlayerCameraMovementComponent:Min Vertical Angle (deg)" value="-60.000000"/>
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<tweakable type="int" name="GameTime:Allowed Frames Ahead" value="1"/>
<tweakable type="bool" name="GameTime:Frame Timeline" value="0"/>
<tweakable type="float1" name="GameTime:Lowest allowable FPS (hard clamping)" value="15.000000"/>
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<tweakable type="int" name="GameTime:Simulated FPS" value="60"/>
<tweakable type="bool" name="GameTime:Update Debug Output" value="0"/>
<tweakable type="bool" name="GameTime:Update Frame Timeline" value="1"/>
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<tweakable type="bool" name="GameWeaponComponent:Show AI Weapon Info" value="0"/>
<tweakable type="int" name="Garbage Collection:Audio memory limit (PC, MB)" value="240"/>
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<tweakable type="float1" name="Garbage Collection:Audio memory remaining target (MB)" value="40.000000"/>
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<tweakable type="float1" name="Garbage Collection:Memory remaining target (MB)" value="500.000000"/>
<tweakable type="float1" name="Garbage Collection:Min pool unused %" value="5.000000"/>
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<tweakable type="bool" name="GfxGraph:Enable" value="1"/>
<tweakable type="bool" name="GI:Enable volumetric GI" value="1"/>
<tweakable type="float1" name="GI:Volumetric light intensity" value="1.000000"/>
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<tweakable type="bool" name="givis:Draw sample boxes" value="0"/>
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<tweakable type="bool" name="givis:Leaf Brick Only" value="0"/>
<tweakable type="float1" name="givis:Solid Voxel Max Count" value="-1.000000"/>
<tweakable type="float1" name="givis:Z offset" value="5.000000"/>
<tweakable type="bool" name="Grading:Take Screenshot in PQ" value="0"/>
<tweakable type="bool" name="Healer:Draw debug" value="0"/>
<tweakable type="float1" name="Healer:Move speed threshold" value="2.000000"/>
<tweakable type="float1" name="Health:Regen Damage Stack Time" value="1.000000"/>
<tweakable type="float1" name="HealthComponent:Immortal min health" value="0.001000"/>
<tweakable type="float1" name="Hierarchy LOD:Distance scale" value="1.000000"/>
<tweakable type="bool" name="Hierarchy LOD:Draw Bounds" value="0"/>
<tweakable type="bool" name="Hierarchy LOD:Enable" value="1"/>
<tweakable type="bool" name="Hierarchy LOD:Enable Pre Texture Streaming" value="1"/>
<tweakable type="float1" name="Hierarchy LOD:Fade time (s)" value="0.300000"/>
<tweakable type="bool" name="Hierarchy LOD:Force On" value="0"/>
<tweakable type="bool" name="Hierarchy LOD:Hide Parent" value="0"/>
<tweakable type="bool" name="Hierarchy LOD:Remove hidden children" value="1"/>
<tweakable type="bool" name="Hierarchy LOD:Stream meshes" value="0"/>
<tweakable type="bool" name="HUD Atlus:Res debug" value="0"/>
<tweakable type="bool" name="HUD Debug:Enable HUD Prints" value="1"/>
<tweakable type="bool" name="HUD Debug:Enable Warnings" value="1"/>
<tweakable type="float1" name="HUD Debug:Text Size Drop" value="0.970000"/>
<tweakable type="float1" name="HUD Debug:Text Time" value="10.000000"/>
<tweakable type="bool" name="HUD Debug:time scale graph" value="0"/>
<tweakable type="bool" name="HUD: Enable Large Font Size" value="0"/>
<tweakable type="bool" name="HUD:Always Show miniboss healthbar" value="0"/>
<tweakable type="float1" name="HUD:Compel Icon time before showing" value="0.300000"/>
<tweakable type="float1" name="HUD:Crosshair max dispersion" value="100.000000"/>
<tweakable type="float1" name="HUD:Crosshair min dispersion" value="20.000000"/>
<tweakable type="bool" name="HUD:Debug Show All Narrative Objects in menu" value="0"/>
<tweakable type="bool" name="HUD:Debug timer" value="0"/>
<tweakable type="bool" name="HUD:Demo HUD" value="0"/>
<tweakable type="float1" name="HUD:Enemy healthbar fade out time after hit or regen" value="0.100000"/>
<tweakable type="float1" name="HUD:Enemy healthbar fade out time after target changed" value="0.100000"/>
<tweakable type="int" name="HUD:Enemy healthbar max amount of LOS checks per update" value="1"/>
<tweakable type="float1" name="HUD:Enemy healthbar max angle (deg)" value="10.000000"/>
<tweakable type="float1" name="HUD:Enemy healthbar max distance" value="40.000000"/>
<tweakable type="float1" name="HUD:Enemy healthbar TimeToLive after death" value="2.000000"/>
<tweakable type="float1" name="HUD:Enemy healthbar width in pixels" value="40.000000"/>
<tweakable type="float1" name="HUD:Energy notification aggregation time" value="2.000000"/>
<tweakable type="bool" name="HUD:Hide Enemy healthbar when full" value="0"/>
<tweakable type="bool" name="HUD:Interaction Component:Allow Player to Face Away" value="1"/>
<tweakable type="float1" name="HUD:Interaction Component:Interaction Angle" value="0.000000"/>
<tweakable type="float1" name="HUD:Interaction Component:Interaction Distance" value="1.500000"/>
<tweakable type="float1" name="HUD:Interaction Component:Long Hold Time" value="1.500000"/>
<tweakable type="float1" name="HUD:Interaction Component:Long Hold Time" value="8.000000"/>
<tweakable type="float1" name="HUD:Interaction Component:Long Indication Distance" value="20.000000"/>
<tweakable type="float1" name="HUD:Interaction Component:Reset Delay for hold" value="0.100000"/>
<tweakable type="float1" name="HUD:Interaction Component:Reset Time" value="0.500000"/>
<tweakable type="float1" name="HUD:Interaction Component:Short Hold Time" value="0.300000"/>
<tweakable type="float1" name="HUD:Interaction Marker:Interaction Button Fade in/out duration" value="0.150000"/>
<tweakable type="float1" name="HUD:Interaction Marker:Item description y offset" value="0.500000"/>
<tweakable type="float1" name="HUD:Interaction Marker:Transition Distance" value="0.200000"/>
<tweakable type="bool" name="HUD:Map:Debug draw map info" value="0"/>
<tweakable type="float1" name="HUD:Minimum visible time for text" value="0.300000"/>
<tweakable type="float1" name="HUD:Mission prompt hold time to activate mission" value="1.000000"/>
<tweakable type="float1" name="HUD:Mission prompt max hold time to open gameplay menu" value="0.300000"/>
<tweakable type="float1" name="HUD:Mission prompt visible time" value="10.000000"/>
<tweakable type="float1" name="HUD:Player Healthbar hide time after health changed" value="1.000000"/>
<tweakable type="bool" name="HUD:Show Enemy healthbar always when damaged" value="0"/>
<tweakable type="bool" name="HUD:Show Enemy healthbar when its the current target" value="1"/>
<tweakable type="float1" name="HUD:Threat Indicator: Anticipation time before smash warning" value="2.000000"/>
<tweakable type="bool" name="HUD:Torment Projectile threat indicator enabled" value="1"/>
<tweakable type="float1" name="HUD:Torment Projectile threat indicator max distance" value="40.000000"/>
<tweakable type="float1" name="Impulse: Maximum Force strength" value="500.000000"/>
<tweakable type="float1" name="Impulse: Maximum Impulse strength" value="50.000000"/>
<tweakable type="float1" name="Impulse: Minimum Impulse to trigger OnImpulseApplied" value="5.000000"/>
<tweakable type="float1" name="Impulse:Max Speed" value="15.000000"/>
<tweakable type="float1" name="ImpulseWave-Destruction: Center Chunk Damage Limit" value="800.000000"/>
<tweakable type="bool" name="ImpulseWave-Destruction: Limited Chunk Damage" value="1"/>
<tweakable type="float1" name="ImpulseWave-Destruction: MaxRadius Chunk Damage Limit" value="150.000000"/>
<tweakable type="bool" name="ImpulseWave:Debug Draw" value="0"/>
<tweakable type="float1" name="ImpulseWave:Debug Draw Time" value="1.000000"/>
<tweakable type="bool" name="ImpulseWave:Debug forcefields" value="0"/>
<tweakable type="float1" name="ImpulseWave:Default Wave Over Time Speed (m/s)" value="50.000000"/>
<tweakable type="int" name="ImpulseWave:Dismemberment count range max" value="5"/>
<tweakable type="int" name="ImpulseWave:Dismemberment count range min" value="2"/>
<tweakable type="float1" name="ImpulseWave:Dismemberment min impulse" value="20.000000"/>
<tweakable type="float1" name="ImpulseWave:Forcefield antigravity" value="1.000000"/>
<tweakable type="float1" name="ImpulseWave:Forcefield strength" value="1.000000"/>
<tweakable type="bool" name="ImpulseWave:Generate forcefields" value="1"/>
<tweakable type="bool" name="ImpulseWave:Ignore characters if not visible" value="1"/>
<tweakable type="bool" name="ImpulseWave:Ignore objects if not visible" value="0"/>
<tweakable type="float1" name="ImpulseWave:Initial Wave Over Time Ratio Radius" value="0.200000"/>
<tweakable type="bool" name="ImpulseWave:Invert Impact VFX Matrix (same as Bullets)" value="1"/>
<tweakable type="bool" name="ImpulseWave:Make All Waves Over Time" value="1"/>
<tweakable type="float1" name="ImpulseWave:Max Angular velocity for AntiGravity" value="0.500000"/>
<tweakable type="float1" name="ImpulseWave:Update Interval for objects in range" value="0.200000"/>
<tweakable type="bool" name="Input:Manual Update" value="1"/>
<tweakable type="float1" name="Input:Mouse X sensitivity" value="1.000000"/>
<tweakable type="float1" name="Input:Mouse Y sensitivity" value="1.000000"/>
<tweakable type="float1" name="InteractComponent:Close distance" value="1.000000"/>
<tweakable type="bool" name="InteractComponent:Debug" value="0"/>
<tweakable type="float1" name="InteractComponent:LOS check ignore distance" value="0.100000"/>
<tweakable type="float1" name="InteractComponent:Max UseItem Camera Aim angle" value="180.000000"/>
<tweakable type="float1" name="InteractComponent:Max UseItem Player angle" value="180.000000"/>
<tweakable type="float1" name="InteractComponent:Max Y distance between player and target" value="1.200000"/>
<tweakable type="bool" name="InteractComponent:Only use Distance for prioritizing targets" value="1"/>
<tweakable type="float1" name="Interleaved:Smoothness 16x" value="0.300000"/>
<tweakable type="float1" name="Interleaved:Smoothness 4x" value="0.800000"/>
<tweakable type="float1" name="Interleaved:Smoothness 6x" value="0.800000"/>
<tweakable type="float1" name="Intro Screen:Display time for section" value="4.000000"/>
<tweakable type="bool" name="Inventory:Debug Output" value="0"/>
<tweakable type="float1" name="LaunchInteract: Long Interact Time" value="3.000000"/>
<tweakable type="float1" name="LaunchInteract: Medium Interact Time" value="1.500000"/>
<tweakable type="float1" name="LaunchInteract: Short Interact Time" value="0.300000"/>
<tweakable type="float1" name="LaunchInteract: Very Long Interact Time" value="5.000000"/>
<tweakable type="bool" name="LaunchObjectManager:Debug" value="0"/>
<tweakable type="bool" name="LensFlare:Debug" value="0"/>
<tweakable type="float1" name="LensFlare:Intensity1_1" value="21.000000"/>
<tweakable type="float1" name="LensFlare:Intensity1_2" value="15.000000"/>
<tweakable type="float1" name="LensFlare:Intensity1_3" value="2.000000"/>
<tweakable type="float1" name="LensFlare:Intensity1_4" value="8.000000"/>
<tweakable type="float1" name="LensFlare:Intensity1_5" value="1.500000"/>
<tweakable type="float1" name="LensFlare:Intensity1_6" value="0.500000"/>
<tweakable type="float1" name="LensFlare:Intensity1_7" value="1.500000"/>
<tweakable type="float1" name="LensFlare:Intensity2_1" value="0.200000"/>
<tweakable type="float1" name="LensFlare:Intensity2_2" value="1.000000"/>
<tweakable type="float1" name="LensFlare:Intensity4_1" value="0.300000"/>
<tweakable type="float1" name="LensFlare:Intensity4_2" value="0.150000"/>
<tweakable type="float1" name="LensFlare:Intensity5_1" value="0.300000"/>
<tweakable type="float1" name="LensFlare:Intensity5_2" value="0.150000"/>
<tweakable type="float1" name="LensFlare:Size1" value="3.000000"/>
<tweakable type="float1" name="LensFlare:Size10" value="0.400000"/>
<tweakable type="float1" name="LensFlare:Size11" value="0.600000"/>
<tweakable type="float1" name="LensFlare:Size2" value="1.650000"/>
<tweakable type="float1" name="LensFlare:Size3" value="1.000000"/>
<tweakable type="float1" name="LensFlare:Size4" value="8.900000"/>
<tweakable type="float1" name="LensFlare:Size5" value="1.000000"/>
<tweakable type="float1" name="LensFlare:Size6" value="0.400000"/>
<tweakable type="float1" name="LensFlare:Size7" value="2.500000"/>
<tweakable type="float1" name="LensFlare:Size8" value="0.400000"/>
<tweakable type="float1" name="LensFlare:Size9" value="0.600000"/>
<tweakable type="float1" name="Light:Point radius" value="-1.000000"/>
<tweakable type="float1" name="Light:Spot radius" value="-1.000000"/>
<tweakable type="float1" name="LightFlash: Flash Duration" value="0.500000"/>
<tweakable type="float1" name="LightFlash: Flash Fade In Time" value="0.100000"/>
<tweakable type="float1" name="LightFlash: Flash Fade Out Time" value="0.100000"/>
<tweakable type="float1" name="LightFlash: Flash Global Intensity Multiplier" value="1.000000"/>
<tweakable type="bool" name="LightFlash:Override" value="0"/>
<tweakable type="bool" name="LightProbe:Disable permutations" value="0"/>
<tweakable type="float2" name="LightRig:Emiss. Intensity Curve Rand MinMax Offset" value="0.000000 0.700000"/>
<tweakable type="bool" name="Loader: Dump Timers" value="0"/>
<tweakable type="bool" name="Loader: Enable read limit" value="0"/>
<tweakable type="float1" name="Loader: Limit read speed Mb/s" value="25.000000"/>
<tweakable type="bool" name="Loader: Load based on packfile location" value="1"/>
<tweakable type="button" name="Loader: ResetTimers"/>
<tweakable type="bool" name="Loader: Show Timers" value="0"/>
<tweakable type="bool" name="Loader: Use new selection method" value="1"/>
<tweakable type="float1" name="LocomotionProbe:Extra Radius" value="0.100000"/>
<tweakable type="bool" name="LocomotionProbe:Force Flat Normal" value="0"/>
<tweakable type="bool" name="LocomotionProbe:Force Supported" value="0"/>
<tweakable type="float1" name="LocomotionProbe:Ground Gap Threshold" value="0.100000"/>
<tweakable type="float1" name="LocomotionProbe:Max Supported Distance From Ground" value="0.100000"/>
<tweakable type="bool" name="LocomotionProbe:Visualize Sweep Hits" value="0"/>
<tweakable type="bool" name="LOD: Enable Lod Adjustment" value="0"/>
<tweakable type="float1" name="LOD: Lod Adjustment PolyCount ( x1000 )" value="10.000000"/>
<tweakable type="float1" name="LOD: Lod Adjustment Radius (m)" value="4.500000"/>
<tweakable type="float1" name="LOD: Lod Adjustment Ratio (%)" value="0.500000"/>
<tweakable type="float1" name="LOD: Lod Cutoff default screen ratio (%)" value="3.000000"/>
<tweakable type="float1" name="LOD: Lod Cutoff min distance (m)" value="50.000000"/>
<tweakable type="float1" name="LOD: Lod Menu Multiplier" value="1.000000"/>
<tweakable type="float1" name="LOD: ObjectScaleOverride" value="1.000000"/>
<tweakable type="float1" name="LOD: Proxy Lod Distance Scaling" value="1.000000"/>
<tweakable type="bool" name="LOD: Use ObjectScaleOverride" value="0"/>
<tweakable type="bool" name="LOD:Enable" value="1"/>
<tweakable type="float1" name="LOD:Fade Speed" value="1.000000"/>
<tweakable type="int" name="LOD:Force LOD level" value="-1"/>
<tweakable type="bool" name="LOD:Force Update" value="0"/>
<tweakable type="float1" name="LOD:Invisible Threshold" value="0.600000"/>
<tweakable type="float1" name="LOD:Missing LOD Cutoff" value="-1.000000"/>
<tweakable type="bool" name="LOD:Show LOD budgets" value="0"/>
<tweakable type="float1" name="LOD:Show LOD budgets X" value="0.050000"/>
<tweakable type="float1" name="LOD:Show LOD budgets Y" value="0.250000"/>
<tweakable type="int" name="LOD:Target Size" value="1080"/>
<tweakable type="float1" name="LOD:Visible Threshold" value="0.400000"/>
<tweakable type="bool" name="LOD:Visualize prop LOD" value="0"/>
<tweakable type="float1" name="LootDrop:Spawn kick velocity" value="5.000000"/>
<tweakable type="float1" name="LootDropItem:Drawing Distance" value="30.000000"/>
<tweakable type="float1" name="LSAO:Falloff (in1se)" value="3.000000"/>
<tweakable type="int" name="LSAO:Use subset index" value="-1"/>
<tweakable type="float1" name="MantleComponent: Detach movement" value="1.000000"/>
<tweakable type="float1" name="MantleComponent: Max height" value="3.100000"/>
<tweakable type="float1" name="MantleComponent: Max top slope" value="46.000000"/>
<tweakable type="float1" name="MantleComponent: Max wall angle" value="50.000000"/>
<tweakable type="bool" name="MantleComponent: Record contacts" value="0"/>
<tweakable type="float1" name="MantleComponent: Vault max land" value="0.800000"/>
<tweakable type="float1" name="MantleComponent: Vault min land" value="0.200000"/>
<tweakable type="float1" name="MantleComponent: Vault thickness" value="0.410000"/>
<tweakable type="float1" name="MantleComponent: Wall check distance" value="1.500000"/>
<tweakable type="bool" name="Match Node: Show Target Debug" value="0"/>
<tweakable type="list" name="MaterialID:Debug Mode" value="off"/>
<tweakable type="bool" name="MaterialID:Enable Statistics" value="0"/>
<tweakable type="float1" name="MaterialID:Scatter Depth Standard" value="0.500000"/>
<tweakable type="float1" name="MaterialID:Scatter Depth Standard" value="0.150000"/>
<tweakable type="bool" name="Memory dump:Full resource dump" value="0"/>
<tweakable type="bool" name="Memory:Hold per-frame allocs" value="0"/>
<tweakable type="bool" name="Memory:Show per-frame allocs" value="0"/>
<tweakable type="float1" name="MENU:Input Delta" value="0.200000"/>
<tweakable type="float1" name="MENU:Input Delta Key down" value="0.050000"/>
<tweakable type="float1" name="MeshEngine:Debug Dissolve" value="1.000000"/>
<tweakable type="bool" name="MeshEngine:Enable Instancing" value="1"/>
<tweakable type="bool" name="MeshEngine:Force Velocity Pass" value="0"/>
<tweakable type="bool" name="Mission Manager:Draw mission markers" value="0"/>
<tweakable type="float1" name="Mods:Effect Scale" value="1.000000"/>
<tweakable type="float1" name="NavObstacle: Collision offset" value="0.100000"/>
<tweakable type="bool" name="NavObstacle: Draw Grid influence" value="0"/>
<tweakable type="bool" name="NavObstacle: Draw Obstacles" value="0"/>
<tweakable type="bool" name="NavObstacle: Draw Obstacles No Depth" value="0"/>
<tweakable type="float1" name="NavObstacle: Expand amount" value="0.250000"/>
<tweakable type="bool" name="NavTag Obstacle: Debug Draw" value="0"/>
<tweakable type="bool" name="Network: Validate Client State" value="0"/>
<tweakable type="float1" name="Night Sky:Brightness" value="3.200000"/>
<tweakable type="float1" name="Night Sky:Cloud Bump Offset" value="0.700000"/>
<tweakable type="float1" name="Night Sky:Cloud Exponent" value="15.000000"/>
<tweakable type="float1" name="Night Sky:Cloud Intensity" value="4.000000"/>
<tweakable type="float1" name="Night Sky:Cloud Light" value="1.400000"/>
<tweakable type="float1" name="Night Sky:Cloud Scale" value="1.750000"/>
<tweakable type="float1" name="Night Sky:Cloud Shadow" value="20.000000"/>
<tweakable type="float1" name="Night Sky:Cloud Sunlight Exponent" value="10.000000"/>
<tweakable type="float1" name="Night Sky:Saturation" value="1.000000"/>
<tweakable type="float1" name="Night Sky:Sky Fog Fade" value="0.950000"/>
<tweakable type="float1" name="Night Sky:Sky Fog Height" value="1.000000"/>
<tweakable type="bool" name="Objects: Enable debug rendering" value="1"/>
<tweakable type="bool" name="OLDGI:Draw buffers" value="0"/>
<tweakable type="bool" name="OLDGI:Draw dual tree" value="0"/>
<tweakable type="bool" name="OLDGI:Draw env map connections" value="0"/>
<tweakable type="bool" name="OLDGI:Draw env maps" value="0"/>
<tweakable type="bool" name="OLDGI:Draw voxel tree" value="0"/>
<tweakable type="bool" name="OLDGI:Enable sunlight transfer" value="1"/>
<tweakable type="int" name="OLDGI:ESRAM Offset" value="0"/>
<tweakable type="bool" name="OLDGI:Show detail volumes" value="0"/>
<tweakable type="bool" name="OLDGI:Show memory info" value="0"/>
<tweakable type="bool" name="OLDGI:Show virtual cube texture" value="0"/>
<tweakable type="bool" name="Ordersolver:Output graphviz" value="0"/>
<tweakable type="bool" name="Ordersolver:Print allocator debug" value="0"/>
<tweakable type="bool" name="Ordersolver:Print debug" value="0"/>
<tweakable type="float1" name="OutfitMenu: Change Delay (s)" value="1.000000"/>
<tweakable type="float1" name="Overcharge:Death Decrement Percentage" value="5.000000"/>
<tweakable type="float1" name="Overcharge:Low Value Percentage" value="10.000000"/>
<tweakable type="bool" name="Parameter:Debug" value="0"/>
<tweakable type="bool" name="Parameter:Test" value="0"/>
<tweakable type="bool" name="Parameter:Track Global Param" value="1"/>
<tweakable type="bool" name="Parameter:Track Object" value="1"/>
<tweakable type="bool" name="Particle:Cache All" value="1"/>
<tweakable type="bool" name="Particle:Collisions" value="1"/>
<tweakable type="float1" name="Particle:Distance Half Res" value="20.000000"/>
<tweakable type="float1" name="Particle:Distance Quad Res" value="4.000000"/>
<tweakable type="button" name="Particle:Dump Cache"/>
<tweakable type="bool" name="Particle:Enable Rendering" value="1"/>
<tweakable type="bool" name="Particle:Enable Simulation" value="1"/>
<tweakable type="float1" name="Particle:Live Edit Resimulation Time" value="5.000000"/>
<tweakable type="bool" name="Particle:Mesh Emission" value="1"/>
<tweakable type="bool" name="Particle:Output Velocity" value="1"/>
<tweakable type="bool" name="Particle:Use Cache" value="1"/>
<tweakable type="button" name="PersistentWorld: Dump Resource Stats"/>
<tweakable type="float1" name="Photo Mode Camera:Camera Mouse Rotation Speed (deg/s)" value="10.000000"/>
<tweakable type="float1" name="Photo Mode Camera:Camera Movement Speed (m/s)" value="3.000000"/>
<tweakable type="float1" name="Photo Mode Camera:Camera Stick Rotation Speed (deg/s)" value="280.000000"/>
<tweakable type="float1" name="Photo Mode Camera:Camera Vertical Movement Speed (m/s)" value="2.000000"/>
<tweakable type="float1" name="Photo Mode Camera:Max Range(m)" value="8.000000"/>
<tweakable type="bool" name="Physics : Recenter Physics World" value="0"/>
<tweakable type="bool" name="Physics: Destroy Clamped Rigid Bodies" value="1"/>
<tweakable type="bool" name="Physics: Enable Joint Projection For Ragdolls" value="1"/>
<tweakable type="bool" name="Physics: Hotloading Resets Physics" value="0"/>
<tweakable type="int" name="Physics: Max Active Rigid Bodies" value="250"/>
<tweakable type="bool" name="Physics: Streaming Resets Physics" value="1"/>
<tweakable type="bool" name="Physics: Warn About Max Active Rigid Bodies" value="0"/>
<tweakable type="float1" name="Physics:Collision dot limit for sound" value="0.300000"/>
<tweakable type="float1" name="Physics:Collision mass limit for sound" value="1.070000"/>
<tweakable type="float1" name="Physics:Collision roll limit for sound" value="2.800000"/>
<tweakable type="float1" name="Physics:Collision velocity limit for sound" value="1.570000"/>
<tweakable type="float1" name="Physics:Event merge radius" value="2.000000"/>
<tweakable type="float1" name="Physics:Max Sound Cooldown" value="0.100000"/>
<tweakable type="float1" name="Physics:Min energy for Large Collision Game events" value="1000.000000"/>
<tweakable type="float1" name="Physics:Min Sound Cooldown" value="0.100000"/>
<tweakable type="bool" name="Physics:Parallel Character Physics" value="1"/>
<tweakable type="float1" name="Physics:Ragdoll Collision velocity limit for sound" value="5.700000"/>
<tweakable type="float1" name="Physics:Slide Stop Vertical Threshold" value="0.200000"/>
<tweakable type="float1" name="Physics:Slide velocity limit for sound" value="2.100000"/>
<tweakable type="float1" name="Physics:Stabilizing Threshold" value="0.100000"/>
<tweakable type="bool" name="PhysX:Cull Visualization" value="1"/>
<tweakable type="int" name="PhysX:Default Solver Position Iterations Amount" value="4"/>
<tweakable type="int" name="PhysX:Default Solver Velocity Iterations Amount" value="1"/>
<tweakable type="bool" name="PhysX:Jobify PhysX Tasks" value="1"/>
<tweakable type="bool" name="PhysX:MBP Broadphase" value="0"/>
<tweakable type="bool" name="PhysX:Old Stabilization Behavior" value="0"/>
<tweakable type="bool" name="PhysX:Reconnect Visual Debugger" value="0"/>
<tweakable type="int" name="PhysX:Substeps Amount" value="1"/>
<tweakable type="bool" name="PhysX:Use PhysX Default Job System" value="0"/>
<tweakable type="bool" name="PhysX:Visualize AABBs" value="0"/>
<tweakable type="bool" name="PhysX:Visualize Axes" value="0"/>
<tweakable type="bool" name="PhysX:Visualize Compounds" value="0"/>
<tweakable type="bool" name="PhysX:Visualize Contacts" value="0"/>
<tweakable type="bool" name="PhysX:Visualize Joints" value="0"/>
<tweakable type="bool" name="PhysX:Visualize Shapes" value="1"/>
<tweakable type="bool" name="PhysX:Visualize Sleeping" value="0"/>
<tweakable type="bool" name="Picker:Pick On Next Frame" value="0"/>
<tweakable type="float2" name="Picker:Pick Position" value="0.500000 0.500000"/>
<tweakable type="bool" name="Picker:Show Hit Info" value="0"/>
<tweakable type="bool" name="Player Status: Player Mode" value="0"/>
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<tweakable type="float1" name="Tail Camera:High Cover Mode Aimed Offset Left" value="2.000000"/>
<tweakable type="float1" name="Tail Camera:High Cover Mode Aimed Offset Right" value="1.000000"/>
<tweakable type="bool" name="Tail Camera:High Cover Mode debug" value="0"/>
<tweakable type="float1" name="Tail Camera:Offset Fix Character Ray Fattening" value="0.300000"/>
<tweakable type="bool" name="Tail Camera:Offset Fix Enabled" value="1"/>
<tweakable type="int" name="Tail Camera:Offset Fix Iterations" value="10"/>
<tweakable type="float1" name="Tail Camera:Offset Fix Max Aim Position Distance" value="50.000000"/>
<tweakable type="float1" name="Tail Camera:Offset Fix Min Aim Position Distance" value="1.750000"/>
<tweakable type="bool" name="Tail Camera:Offset Fix Visualize Aim Position" value="0"/>
<tweakable type="bool" name="Tail Camera:Side switching debug" value="0"/>
<tweakable type="bool" name="Tail Camera:Side switching enable" value="1"/>
<tweakable type="float1" name="Tail Camera:Side Switching manual timeout" value="10.000000"/>
<tweakable type="float1" name="Tail Camera:Stick movement for switch" value="10.000000"/>
<tweakable type="float1" name="Tail Camera:Stick movement for switch override" value="5.000000"/>
<tweakable type="float1" name="Target Selector:Animation target duration" value="3.000000"/>
<tweakable type="float1" name="Target Selector:Animation target max distance" value="36.000000"/>
<tweakable type="float1" name="Target Selector:Animation target min distance" value="10.000000"/>
<tweakable type="bool" name="Target Selector:Debug" value="0"/>
<tweakable type="float1" name="Target Selector:Max Angle" value="5.000000"/>
<tweakable type="float1" name="Target Selector:Max Range" value="80.000000"/>
<tweakable type="bool" name="Target Selector:Override" value="0"/>
<tweakable type="bool" name="Tessellation:Always enabled" value="0"/>
<tweakable type="bool" name="Tessellation:Debug freeze view" value="0"/>
<tweakable type="float1" name="Tessellation:Density" value="3.000000"/>
<tweakable type="float1" name="Tessellation:Max distance" value="20.000000"/>
<tweakable type="float1" name="Tessellation:Max edge length" value="0.500000"/>
<tweakable type="float1" name="Tessellation:Min distance" value="10.000000"/>
<tweakable type="float1" name="Tessellation:Min edge length" value="5.000000"/>
<tweakable type="button" name="Texture Streaming: Display mip debug mode"/>
<tweakable type="bool" name="Texture Streaming: Fail All Mip Allocations" value="0"/>
<tweakable type="bool" name="Texture Streaming:Auto adjust Mip [Display]" value="1"/>
<tweakable type="float1" name="Texture Streaming:Distance scale" value="1.000000"/>
<tweakable type="bool" name="Texture Streaming:Draw stream positions" value="0"/>
<tweakable type="button" name="Texture Streaming:Dump missing MIP info to file"/>
<tweakable type="button" name="Texture Streaming:Dump TextureResource Stats"/>
<tweakable type="bool" name="Texture Streaming:Enable Texture Streaming" value="1"/>
<tweakable type="bool" name="Texture Streaming:Force max res textures" value="0"/>
<tweakable type="bool" name="Texture Streaming:Force min res textures" value="0"/>
<tweakable type="bool" name="Texture Streaming:List missing MIPs" value="0"/>
<tweakable type="int" name="Texture Streaming:Max Dropped Mips (Characters)" value="3"/>
<tweakable type="int" name="Texture Streaming:Max Dropped Mips (Player)" value="1"/>
<tweakable type="float1" name="Texture Streaming:Max Mip No" value="11.000000"/>
<tweakable type="float1" name="Texture Streaming:Max texture load time per update (ms)" value="10.000000"/>
<tweakable type="float1" name="Texture Streaming:Max texture request time per update (ms)" value="1.000000"/>
<tweakable type="float1" name="Texture Streaming:Min Mip No" value="8.000000"/>
<tweakable type="int" name="Texture Streaming:Min Pool Size MB" value="100"/>
<tweakable type="float1" name="Texture Streaming:Mip adjust [Display]" value="0.000000"/>
<tweakable type="int" name="Texture Streaming:Mip adjust:High water MB" value="50"/>
<tweakable type="int" name="Texture Streaming:Mip adjust:Low water MB" value="100"/>
<tweakable type="float1" name="Texture Streaming:Mip target bias" value="1.000000"/>
<tweakable type="bool" name="Texture Streaming:Perform update async" value="1"/>
<tweakable type="int" name="Texture Streaming:Reduce Pool Size After Free VRAM &lt; MB" value="64"/>
<tweakable type="int" name="Texture Streaming:Target texture pool size MB" value="1024"/>
<tweakable type="int" name="Texture Streaming:Update Slices" value="8"/>
<tweakable type="bool" name="Threading:GBuffer and Primary" value="1"/>
<tweakable type="bool" name="Threading:Shadows" value="1"/>
<tweakable type="bool" name="Threading:Transparent" value="1"/>
<tweakable type="bool" name="Threading:Velocity" value="1"/>
<tweakable type="bool" name="Throw: Path Validation Draw" value="0"/>
<tweakable type="float1" name="Throw: Path Validation Max Offset" value="0.500000"/>
<tweakable type="float1" name="Throw: Path Validation Time Multiplier" value="0.800000"/>
<tweakable type="bool" name="Throw: Position Validation Draw" value="0"/>
<tweakable type="bool" name="Throw: Position Validation Draw" value="0"/>
<tweakable type="bool" name="Tickets:Debug draw" value="0"/>
<tweakable type="int" name="Tickets:Handler index" value="0"/>
<tweakable type="bool" name="Time Vision:Visualize Object Highlight Buffer" value="0"/>
<tweakable type="bool" name="Timeline:Camera Debug" value="1"/>
<tweakable type="bool" name="Timeline:Debug Level TLs" value="0"/>
<tweakable type="bool" name="Timeline:Debug Shared TLs" value="0"/>
<tweakable type="bool" name="Timeline:Event Debug" value="1"/>
<tweakable type="float1" name="TimelineComponent: Animation early exit blend" value="0.300000"/>
<tweakable type="float1" name="Tonemap:Chromatic Aberration B" value="1.003000"/>
<tweakable type="float1" name="Tonemap:Chromatic Aberration R" value="1.005000"/>
<tweakable type="bool" name="Tonemap:Color Balance Noise" value="0"/>
<tweakable type="bool" name="Tonemap:Draw Gradient" value="0"/>
<tweakable type="bool" name="Tonemap:Draw LUT" value="0"/>
<tweakable type="bool" name="Tonemap:Enable Chromatic Aberration" value="0"/>
<tweakable type="float1" name="Tonemap:Key Day" value="0.180000"/>
<tweakable type="bool" name="Tracking: Debug Draw" value="0"/>
<tweakable type="float1" name="Tracking:Acceptable angle to stop rotation within" value="0.500000"/>
<tweakable type="float1" name="Transparent:Balance Energy" value="1.000000"/>
<tweakable type="float1" name="Transparent:Balance Energy Strength" value="1.000000"/>
<tweakable type="float1" name="Transparent:Preserve Dark" value="1.000000"/>
<tweakable type="bool" name="Transparent:Sort By Class" value="1"/>
<tweakable type="bool" name="Transparent:Sort By Shader" value="0"/>
<tweakable type="bool" name="Transparent:Use Custom Color Expand" value="1"/>
<tweakable type="bool" name="Transparent:Use WBOIT" value="0"/>
<tweakable type="float1" name="Trigger:Visibility Trigger Distance" value="200.000000"/>
<tweakable type="bool" name="Triggers: Warn About Huge Triggers In Main Scene" value="0"/>
<tweakable type="float1" name="Tutorial Data: Player Compel Available Trigger Duration" value="1.000000"/>
<tweakable type="float1" name="Tutorial Data: Trigger Camera Move Duration" value="0.400000"/>
<tweakable type="float1" name="Tutorial Data: Trigger Player Aim Duration" value="0.400000"/>
<tweakable type="float1" name="Tutorial Data: Trigger Player Move Duration" value="0.400000"/>
<tweakable type="float1" name="Tutorial Data: Trigger Player Shield Duration" value="0.400000"/>
<tweakable type="bool" name="Tutorial Manager:Draw Debug" value="0"/>
<tweakable type="bool" name="Tutorial Manager:Ignore Persistence" value="0"/>
<tweakable type="bool" name="Tutorial Manager:Print Incoming Triggers" value="0"/>
<tweakable type="bool" name="UI Conversation System:Debug" value="0"/>
<tweakable type="bool" name="UI HUD: Debug draw Ability Resource Data" value="0"/>
<tweakable type="bool" name="UI:Force PC buttons on PC" value="0"/>
<tweakable type="int" name="UI:Inventory:Ascendant item energy conversion amount" value="2000"/>
<tweakable type="int" name="UI:Inventory:Common item energy conversion amount" value="50"/>
<tweakable type="int" name="UI:Inventory:Exquisite item energy conversion amount" value="1000"/>
<tweakable type="int" name="UI:Inventory:Legendary item energy conversion amount" value="500"/>
<tweakable type="int" name="UI:Inventory:Rare item energy conversion amount" value="250"/>
<tweakable type="int" name="UI:Inventory:Uncommon item energy conversion amount" value="100"/>
<tweakable type="int" name="UI:Inventory:Unique item energy conversion amount" value="10000"/>
<tweakable type="float1" name="UINotification: Disallow menu hold time" value="0.300000"/>
<tweakable type="float1" name="UINotification: Hold time for opening relevant menu" value="0.300000"/>
<tweakable type="float1" name="UINotification: Menu Button Life time" value="5.000000"/>
<tweakable type="float1" name="Umbra:Accurate cull distance" value="-1.000000"/>
<tweakable type="bool" name="Umbra:Debug Draw Object Bounds" value="0"/>
<tweakable type="bool" name="Umbra:Debug Draw Portals" value="0"/>
<tweakable type="bool" name="Umbra:Debug Draw View Cells" value="1"/>
<tweakable type="bool" name="Umbra:Debug Draw Visibility Lines" value="0"/>
<tweakable type="bool" name="Umbra:Debug Draw Visible Volumes" value="0"/>
<tweakable type="bool" name="Umbra:Enable bidir" value="1"/>
<tweakable type="bool" name="Umbra:Enable debug renderer" value="0"/>
<tweakable type="bool" name="Umbra:Ignore camera position" value="1"/>
<tweakable type="bool" name="Umbra:Launch Async Async" value="0"/>
<tweakable type="bool" name="Umbra:Use reference culler" value="0"/>
<tweakable type="float1" name="UmbraEnvironment:Gate propagation fill offset" value="3.000000"/>
<tweakable type="float1" name="UmbraEnvironment:Gate propagation fill range" value="50.000000"/>
<tweakable type="float1" name="UmbraEnvironment:Max occlusion around the same gate" value="0.750000"/>
<tweakable type="int" name="Variation:Debug Location" value="-1"/>
<tweakable type="bool" name="VectorBlur:Allow Pausing" value="1"/>
<tweakable type="float1" name="VectorBlur:Clamp Distance" value="1.000000"/>
<tweakable type="bool" name="VectorBlur:Dilate on compute" value="1"/>
<tweakable type="bool" name="VectorBlur:Draw dilated variation" value="0"/>
<tweakable type="bool" name="VectorBlur:Draw dilated velocity" value="0"/>
<tweakable type="bool" name="VectorBlur:Enable Blur" value="0"/>
<tweakable type="bool" name="VectorBlur:Enable Effect" value="1"/>
<tweakable type="bool" name="VectorBlur:Enable Geometry" value="1"/>
<tweakable type="bool" name="VectorBlur:High Quality Blur" value="1"/>
<tweakable type="int" name="VectorBlur:Mip blur depth" value="3"/>
<tweakable type="float1" name="VectorBlur:Mip blur weight" value="0.500000"/>
<tweakable type="float1" name="VectorBlur:Sample Density" value="0.750000"/>
<tweakable type="int" name="VectorBlur:Sample Limit" value="15"/>
<tweakable type="float1" name="VectorBlur:Shutter Speed" value="0.400000"/>
<tweakable type="bool" name="VectorBlur:Use Mip blur" value="0"/>
<tweakable type="int" name="Video Memory:Visualise Height" value="1000"/>
<tweakable type="int" name="Video Memory:Visualise Width" value="200"/>
<tweakable type="bool" name="Video Streaming: Enable Timeline Sync" value="0"/>
<tweakable type="bool" name="Video Streaming: Force Video Preloading for Timelines" value="0"/>
<tweakable type="float1" name="Video Streaming:Bink Audio Track Volume" value="1.000000"/>
<tweakable type="bool" name="Video Streaming:Block for Slow Seeks" value="1"/>
<tweakable type="bool" name="Video Streaming:Infinite Wait for Frame Skip" value="1"/>
<tweakable type="float1" name="Video Streaming:Max Frame Rate" value="100.000000"/>
<tweakable type="bool" name="VideoStreamer: 2 Decoder Threads" value="1"/>
<tweakable type="bool" name="VideoStreamer: Async Updates" value="1"/>
<tweakable type="bool" name="VideoStreamer: Enable Decoding" value="1"/>
<tweakable type="float3" name="VolumeLight:Color" value="0.000000 0.000000 0.000000"/>
<tweakable type="bool" name="VolumeLight:Debug Air Thickness" value="0"/>
<tweakable type="bool" name="VolumeLight:Debug Light Buffer" value="0"/>
<tweakable type="bool" name="VolumeLight:Debug Transparent" value="0"/>
<tweakable type="int" name="VolumeLight:Depth" value="64"/>
<tweakable type="float1" name="VolumeLight:Depth Far" value="100.000000"/>
<tweakable type="float1" name="VolumeLight:Depth Near" value="0.200000"/>
<tweakable type="bool" name="VolumeLight:Enable Temporal Filtering" value="1"/>
<tweakable type="float1" name="VolumeLight:Ground Fog Multiplier" value="0.350000"/>
<tweakable type="int" name="VolumeLight:Height" value="50"/>
<tweakable type="float1" name="VolumeLight:Kernel Width" value="2.000000"/>
<tweakable type="float1" name="VolumeLight:Lighting:Depth Split 0" value="0.200000"/>
<tweakable type="float1" name="VolumeLight:Linear Distribution" value="0.000000"/>
<tweakable type="float1" name="VolumeLight:Optical Thickness" value="0.000000"/>
<tweakable type="bool" name="VolumeLight:Override Fog Parameters" value="0"/>
<tweakable type="float1" name="VolumeLight:Sampling Depth Bias" value="-2.000000"/>
<tweakable type="float1" name="VolumeLight:Temporal Weight" value="0.800000"/>
<tweakable type="float1" name="VolumeLight:Tune Anisotropy" value="0.500000"/>
<tweakable type="float1" name="VolumeLight:Tune Directionality" value="1.000000"/>
<tweakable type="int" name="VolumeLight:Width" value="80"/>
<tweakable type="bool" name="Volumetric Light:Compose To Transparent" value="1"/>
<tweakable type="bool" name="Volumetric Light:Enable Temporal Blur" value="0"/>
<tweakable type="bool" name="VSync:Enabled" value="1"/>
<tweakable type="bool" name="Warnings: Write To Verbose" value="1"/>
<tweakable type="int" name="Warnings:Filter Frames" value="30"/>
<tweakable type="float1" name="Water:Ripple" value="0.150000"/>
<tweakable type="float1" name="Weapon Input: Projectile Override Start Pos Offset" value="1.500000"/>
<tweakable type="bool" name="Weapon Input: Shooting Strafe" value="1"/>
<tweakable type="float1" name="Weapon Input: Strafing time since last shot (s)" value="1.000000"/>
<tweakable type="float1" name="Weapon Input: Strafing time when firing from cover (s)" value="0.700000"/>
<tweakable type="float1" name="Weapon Input: Switch Block time" value="0.050000"/>
<tweakable type="float1" name="Weapon Input: Switch Press time" value="0.200000"/>
<tweakable type="bool" name="WeaponComponent:Debug" value="0"/>
<tweakable type="bool" name="WeaponSwayComponent:Debug" value="0"/>
<tweakable type="bool" name="WeaponSwayComponent:Show AI Sway Area" value="0"/>
<tweakable type="bool" name="Window:Enable Maximize" value="1"/>
<tweakable type="bool" name="Window:Enable Resize" value="0"/>
</tweakables>
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