컨트롤(게임) 추천 모드 소개 및 적용 방법.
트위커블즈로 게임의 매우 많은 조정 가능한 파라미터를 제어하십시오.
무한 공중 부양 활성화, 사망 시 자원 손실 비율, 상호 작용 버튼 유지 시간, 발사 대상 우선순위 조정, 자동 조준 파라미터 등을 수정합니다.
다운로드
변경 가능한 기능 예시
- 무한 공중 부양 활성화
- 사망 시 자원 손실 비율 수정 (기본값: 10 %)
- hold-to-activate 상호 작용에 대한 버튼 누르는 기간 수정
- HUD에서 발사 가능한 물체를 강조 표시할지 여부 제어
- 적중 영역 반경 및 최대 범위와 같은 자동 조준 파라미터 구성
- 발사 능력을 사용할 때 수류탄 및 미사일과 같은 발사체를 던지는 제시의 우선순위 미세 조정
- 기타 등등... 아래의 노터블 트위커블즈(Notable Tweakables) 항목을 참조하십시오.
정보
컨트롤(게임)은 내부적으로 트위커블즈(tweakables)로 알려진, 구성 가능한 매우 많은 게임 설정들이 있습니다.
모든 조정 가능 항목에는 기본값이 있지만 "[컨트롤(게임) 설치 경로]\data\globaldb\tweakables.xml" 파일에 해당 값을 지정하여 재정의 할 수 있습니다.
지정되지 않은 모든 조정 가능 항목은 기본값을 사용합니다.
이 모드는 수정하려는 조정 가능 항목에 대한 새 값을 지정할 수 있도록, 올바른 경로에 템플릿 및 비어있는 tweakables.xml 파일을 제공합니다. 이 페이지에는 모든 조정 가능 항목과 기본값이 나열되어 있습니다.
참고: 이 매우 큰 목록 중에는 게임의 최종 발행 빌드에서 제거되어 게임에 영향을 주지 않는 일부 조정 가능 항목이 있습니다. "디버그(Debug)" 또는 "시각화/표시(Visualize/Show)"라는 단어가 포함된 조정 가능 항목은 사용되지 않을 가능성이 높습니다.
저장 게임을 로드할 때 트위커블즈(Tweakables)가 디스크에서 다시 로드됩니다.
메인 파일
Tweakables
커스텀화를 할 준비가 된 비어있는 tweakables.xml 파일입니다.
옵션 파일
Hide Health Drops
컨트롤(게임) 모드 | 컨트롤 플러그인 로더(Control Plugin Loader) 사전 설치가 필요합니다.
적의 체력 저하 표시를 숨깁니다.
No Launch and Slam Highlights
컨트롤(게임) 모드 | 컨트롤 플러그인 로더(Control Plugin Loader) 사전 설치가 필요합니다.
게임 버전 v1.12부터 발사 가능한 물체에 대한 강조 표시를 비활성화하는 조정 가능 항목이 제거되었습니다.
이 플러그인은 해당 기능을 복원하여, 발사 물체 강조 표시를 비활성화하고, 보너스로 게임 버전 v1.12 이상에 대한 슬램 대상 강조 표시를 비활성화합니다.
Sample Tweakables.xml File - Infinite Hover for Levitate
이 파일은 설정을 참고할 수 있는, 하나의 설정만 수정한 샘플 파일입니다.
무한 공중 부양을 활성화했습니다.
설치 순서
1. 루스 파일 로더를 먼저 설치합니다.
컨트롤(게임) 모드 | 루스 파일 로더(Loose File Loader)
2. 해당 모드를 다운로드하고, 아래 경로를 참고하여 압축 해제합니다.
[컨트롤(게임) 설치 경로]\data\globaldb\tweakables.xml
3. 게임을 즐깁니다.
삭제 순서
teakables.xml 파일을 삭제합니다.
사용 방법
1. 이 페이지 아래에 나열된 조정 가능 항목의 전체 목록을 살펴보거나, 유용한 조정 가능 항목을 선택하려면 아래의 노터블 트위커블즈(Notable Tweakables) 항목을 참조하십시오.
2. 조정 가능 항목을 수정하려면 텍스트 편집기에서 tweakables.xml 파일을 열고 설정 라인을 파일에 복사합니다.
3. 조정 가능한 라인의 "value=*" 부분을 변경하여 설정 값을 수정합니다.
4. 파일을 저장하고 게임을 시작합니다.
노터블 트위커블즈(Notable Tweakables)
여기서는 몇 가지 주목할만한 조정 가능 항목과 기본값을 중점적으로 다룹니다.
무한 공중 부양 능력
<tweakable type="bool" name="Ability Levitate: infinite Hover" value="0"/>
사망 시 자원 손실 비율 수정 (기본값: 10%)
<tweakable type="float1" name="PlayerProperties:Norm. XP loss on death" value="0.100000"/>
hold-to-activate 상호 작용에 대한 버튼 누르는 기간 수정
<tweakable type="float1" name="HUD:Interaction Component:Short Hold Time" value="0.300000"/>
적중 영역 반경 및 최대 범위와 같은 자동 조준 파라미터 구성
<tweakable type="float1" name="Auto Aim:Head Area Radius Multiplier" value="1.000000"/>
<tweakable type="float1" name="Auto Aim:Hit Zone Radius" value="0.200000"/>
<tweakable type="float1" name="Auto Aim:Max Range" value="200.000000"/>
발사 능력을 사용할 때 수류탄 및 미사일과 같은 발사체를 던지는 제시의 우선순위 미세 조정
<tweakable type="float1" name="AbilityLaunch-Grenade:Projectiles pick priority (0:lower)" value="1.100000"/>
지면에 닿지 않고 그라운드 슬램(Ground Slam)을 여러 번 사용할 수 있는지 제어
<tweakable type="bool" name="AbilitySlam : Requires touching Ground to use again" value="1"/>
트위커블즈(Tweakables) 및 전체 목록 기본값
참고로, 여기에 기본값과 함께 게임의 모든 조정 가능 항목의 전체 목록이 있습니다. 이 목록은 게임 버전 v1.12에서 캡처되었습니다. 이후 버전에서는 이 목록이 변경될 수 있습니다.
주의: 아래 전체 목록을 tweakables.xml 파일로 사용하지 마십시오! 재정의하고 변경하려는 조정 가능 항목만 포함하십시오.
목록을 보려면 "더보기"를 클릭하세요.
<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"/>
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<tweakable type="float1" name="AbilityLaunchObject-Physicality: Pendulum Angular Damp" value="27.000000"/>
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<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"/>
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<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"/>
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<tweakable type="bool" name="AbilityLaunchObject: Break Glass while moving towards player" value="1"/>
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<tweakable type="float1" name="AbilityLaunchObject: Displacement Charge velocity max range" value="10.000000"/>
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<tweakable type="float1" name="AbilityLaunchObject: Impulse Decay Ratio for Final Impact" value="0.200000"/>
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<tweakable type="float1" name="AbilityLaunchObject: Near Character auto aim max Range" value="40.000000"/>
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<tweakable type="float1" name="AbilityLaunchObject: Target offset from hitpoint" value="0.100000"/>
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<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"/>
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<tweakable type="float1" name="AbilityMelee :Front aim offset if no magnet" value="1.000000"/>
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<tweakable type="float1" name="AbilityMelee :LockedOn Final Distance (m)" value="2.000000"/>
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<tweakable type="bool" name="AbilityMelee :Melee towards Camera Front" value="1"/>
<tweakable type="bool" name="AbilityMelee :Simplified Draw debug" value="0"/>
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<tweakable type="bool" name="AbilityMultiLaunch:Draw debug" value="0"/>
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<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"/>
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<tweakable type="bool" name="AbilityResource:Debug" value="0"/>
<tweakable type="bool" name="AbilitySlam : Accurate Line of Sight Slam Target" value="0"/>
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<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"/>
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<tweakable type="bool" name="AbilitySlam :Keep Y axis" value="1"/>
<tweakable type="float1" name="AbilitySlam :Max Angle To Consider Ground Surface" value="60.000000"/>
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<tweakable type="bool" name="AbilitySmash :Auto Aim Time Used while in Anticipation" value="0"/>
<tweakable type="bool" name="AbilitySmash :Draw debug" value="0"/>
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<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"/>
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<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"/>
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<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"/>
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<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"/>
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<tweakable type="bool" name="Audio:Debug print analysis" value="0"/>
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<tweakable type="float1" name="Audio:Player fatigue falloff coef" value="5.000000"/>
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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="bool" name="Bonsai AIGridManager:Debug combat zones" value="0"/>
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<tweakable type="bool" name="Bonsai AIGridManager:Debug field" value="0"/>
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<tweakable type="bool" name="Bureau Alerts:Show Stats" value="0"/>
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<tweakable type="bool" name="Camera:Enable Camera Early Exits" value="1"/>
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<tweakable type="float1" name="Camera:Override FOV Value" value="75.000000"/>
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<tweakable type="bool" name="Camera_DOF:Dilation Near CoC" value="1"/>
<tweakable type="bool" name="Camera_DOF:DOF Enabled" value="1"/>
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<tweakable type="int" name="Camera_DOF:Intermediate1 ESRAM Offset" value="289"/>
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<tweakable type="bool" name="CameraSetManager:CameraSet Debug" value="0"/>
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<tweakable type="float1" name="Character Collision: Default Chest Aim Offset if standing" value="1.200000"/>
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<tweakable type="float1" name="Character Collision:Max Movement Per Sweep" value="0.200000"/>
<tweakable type="float1" name="Character Collision:Max push Mass" value="100.000000"/>
<tweakable type="float1" name="Character Collision:Max Slope Angle" value="46.000000"/>
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<tweakable type="float1" name="Character Collision:Min Movement Per Frame" value="0.000100"/>
<tweakable type="float1" name="Character Collision:Min push mass" value="5.000000"/>
<tweakable type="float1" name="Character Collision:Pushing Force" value="2000.000000"/>
<tweakable type="bool" name="Character Collision:Ragdoll recovery" value="1"/>
<tweakable type="bool" name="Character Collision:Ragdoll recovery debug" value="0"/>
<tweakable type="bool" name="Character Collision:Stair Prediction Sweep" value="1"/>
<tweakable type="float1" name="Character Collision:Stair Prediction Sweep Length" value="2.000000"/>
<tweakable type="bool" name="Character Info:Draw Name" value="0"/>
<tweakable type="float1" name="CharacterLight0:Ambient light scaling" value="0.500000"/>
<tweakable type="float1" name="CharacterLight0:Clip Far Plane" value="2.059000"/>
<tweakable type="bool" name="CharacterLight0:Clip Light" value="1"/>
<tweakable type="float1" name="CharacterLight0:Clip Near Plane" value="0.962000"/>
<tweakable type="float3" name="CharacterLight0:Color" value="1.000000 1.000000 1.000000"/>
<tweakable type="float1" name="CharacterLight0:Heading" value="-23.302999"/>
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<tweakable type="bool" name="CharacterManager:Debug" value="0"/>
<tweakable type="bool" name="Characters: Treat Knockbacks as FullDamage Reactions" value="1"/>
<tweakable type="bool" name="Characters:Show Blueprint Names" value="0"/>
<tweakable type="float1" name="CharacterStatusComponent: Max Predicted Height Overshoot" value="0.800000"/>
<tweakable type="float1" name="CharacterStatusComponent: Max Predicted Height Undershoot" value="0.100000"/>
<tweakable type="bool" name="CineLight:Debug" value="0"/>
<tweakable type="float1" name="Cinematic Effect:Levels Max" value="1.000000"/>
<tweakable type="float1" name="Cinematic Effect:Saturation" value="1.000000"/>
<tweakable type="float1" name="Cinematic Effect:Vignette" value="0.600000"/>
<tweakable type="float1" name="Cloth Simulation: Force Field Wind Curl Noise Scale" value="0.150000"/>
<tweakable type="float1" name="Cloth Simulation: Force Field Wind Max Force" value="1000.000000"/>
<tweakable type="float1" name="Cloth Simulation: Force Field Wind Strength" value="1.000000"/>
<tweakable type="bool" name="Cloth Simulation: Interpolate Output Bones" value="1"/>
<tweakable type="bool" name="Cloth Simulation: Override Default Subframe Sim Settings" value="0"/>
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<tweakable type="bool" name="Cloth Simulation: Override Wind Vector" value="0"/>
<tweakable type="float1" name="Cloth Simulation: Settle Time Stretch Amount" value="10.000000"/>
<tweakable type="int" name="Cloth Simulation: Subframe Sim Length" value="2"/>
<tweakable type="int" name="Cloth Simulation: Subframe Sim Steps Per Frame" value="5"/>
<tweakable type="bool" name="Cloth Simulation: Visualize Wind Areas" value="0"/>
<tweakable type="bool" name="Cloth Simulation:Apex Local Space Sim" value="1"/>
<tweakable type="bool" name="Cloth Simulation:Debug Force Skinned State" value="0"/>
<tweakable type="float1" name="Cloth Simulation:Scaled Scene Time Factor" value="0.100000"/>
<tweakable type="float1" name="Cloth Simulation:Scene Collisions Bias" value="-0.150000"/>
<tweakable type="bool" name="Cloth Simulation:Scene Collisions Enable" value="0"/>
<tweakable type="float1" name="Cloth Simulation:Scene Collisions Friction Coefficient" value="1.000000"/>
<tweakable type="float1" name="Cloth Simulation:Scene Collisions Gain" value="20.000000"/>
<tweakable type="bool" name="Cloth Simulation:Scene Collisions High Quality" value="1"/>
<tweakable type="bool" name="Cloth Slowdown Debug:Insert To Scaled Scene" value="0"/>
<tweakable type="bool" name="Cloth Slowdown Debug:Trigger Setting To Scene" value="0"/>
<tweakable type="float1" name="Cloth Visualization:Wind Curl Scale" value="0.000000"/>
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<tweakable type="float1" name="Cloth Visualization:Wind Velocity Scale" value="0.000000"/>
<tweakable type="float1" name="Cloth: Cloth Inverse Mass" value="100.000000"/>
<tweakable type="float1" name="Cloth: Wind Curl Frequency" value="1.000000"/>
<tweakable type="float1" name="Cloth: Wind Curl Strength" value="1.000000"/>
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<tweakable type="float1" name="Cloth:Angular Inertia Scale" value="1.000000"/>
<tweakable type="bool" name="Cloth:Custom Damping Enabled" value="1"/>
<tweakable type="bool" name="Cloth:Custom Gravity Enabled" value="1"/>
<tweakable type="bool" name="Cloth:Enable Wind" value="1"/>
<tweakable type="int" name="Cloth:Force LOD level" value="0"/>
<tweakable type="float1" name="Cloth:Linear Inertia Scale" value="1.000000"/>
<tweakable type="bool" name="Cloth:Wind From Force Fields" value="1"/>
<tweakable type="bool" name="Code rapid iteration:Use" value="0"/>
<tweakable type="bool" name="CoherentGT Debugging:Draw Textures" value="0"/>
<tweakable type="float1" name="CoherentGT Debugging:Draw Textures Scale" value="0.500000"/>
<tweakable type="bool" name="CoherentGT Debugging:Mem Tracking" value="1"/>
<tweakable type="bool" name="CoherentGT:Clear render caches" value="0"/>
<tweakable type="bool" name="CoherentGT:Draw cache stats" value="0"/>
<tweakable type="bool" name="CoherentGT:Enable Perf Warnings" value="0"/>
<tweakable type="bool" name="CoherentGT:Force live views to update" value="0"/>
<tweakable type="bool" name="CoherentGT:Ignore page cache" value="0"/>
<tweakable type="float1" name="CoherentGT:Mouse Wheel Sensitivity" value="1.000000"/>
<tweakable type="bool" name="CoherentGT:Paint UI" value="1"/>
<tweakable type="bool" name="CoherentGT:Show UI" value="1"/>
<tweakable type="float1" name="CombatStatus: Camera Angle LOS" value="45.000000"/>
<tweakable type="float1" name="CombatStatus: Combat Timeout Distance" value="100.000000"/>
<tweakable type="float1" name="CombatStatus: Combat Timeout No LoS" value="30.000000"/>
<tweakable type="float1" name="CombatStatus: Combat Timeout Time" value="2.000000"/>
<tweakable type="bool" name="CombatStatus: Draw Debug" value="0"/>
<tweakable type="float1" name="CombatStatus: Exit Combat Max Range for LoS to enemy" value="100.000000"/>
<tweakable type="float1" name="CombatStatus:Distance To Trigger Combat Regardless of LOS" value="0.000000"/>
<tweakable type="float1" name="CombatStatus:Enter Combat Max Range for LoS to enemy" value="80.000000"/>
<tweakable type="bool" name="ConstantTable:Clear on begin" value="1"/>
<tweakable type="bool" name="ConstantTable:Enable Cache" value="1"/>
<tweakable type="bool" name="ConstantTable:Update Constants" value="1"/>
<tweakable type="bool" name="ControlPoint:Debug" value="0"/>
<tweakable type="float1" name="Cover Component Low Cover Max Angle (deg)" value="180.000000"/>
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<tweakable type="float1" name="Cover Component:Blind Fire Threshold Angle (deg)" value="50.000000"/>
<tweakable type="float1" name="Cover Component:Blind Fire Threshold Distance (m)" value="5.000000"/>
<tweakable type="bool" name="Cover Component:Cast sector rays through the player" value="0"/>
<tweakable type="bool" name="Cover Component:Debug" value="0"/>
<tweakable type="float1" name="Cover Component:Delay before enter cover" value="0.100000"/>
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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"/>
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<tweakable type="float1" name="Cover Component:Length of raycasts going around the player" value="0.500000"/>
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<tweakable type="float1" name="Cover Component:Test Radius" value="0.300000"/>
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<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"/>
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<tweakable type="float1" name="Damage: Min Time between same events" value="0.100000"/>
<tweakable type="bool" name="DamageCauserComponent: Debug Draw" value="0"/>
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<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"/>
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<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"/>
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<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"/>
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<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"/>
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<tweakable type="bool" name="Debug Draw:Action System" value="0"/>
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<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"/>
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<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"/>
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<tweakable type="float1" name="DecalPhantom:Margin" value="0.250000"/>
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<tweakable type="int" name="Default Port for Multiplayer-Connections on the client-side" value="0"/>
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<tweakable type="bool" name="Deferred Lighting:Enable Ambient Light" value="1"/>
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<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"/>
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<tweakable type="bool" name="Destruction Events:Allow Combination of similar Bond Breaks" value="1"/>
<tweakable type="bool" name="Destruction Events:Draw Debug" value="0"/>
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<tweakable type="float1" name="Destruction: Global Shooting Damage" value="1000.000000"/>
<tweakable type="float1" name="Destruction: Global Shooting Damage" value="1000.000000"/>
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<tweakable type="float1" name="Destruction: Shooting Joint Break Max Distance" value="0.200000"/>
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<tweakable type="int" name="Destruction:Chunk Health By Layer" value="250"/>
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<tweakable type="bool" name="Dialogue:Print queues to debugger" value="0"/>
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<tweakable type="int" name="ESRAM:Occlusion Linear Depth Offset" value="3782"/>
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<tweakable type="int" name="ESRAM:Post2 Offset" value="231"/>
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<tweakable type="float1" name="ESRAM:Primary Split" value="0.900000"/>
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<tweakable type="int" name="ESRAM:Shadowmap (Color) Offset" value="3300"/>
<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"/>
<tweakable type="int" name="ESRAM:SSAO Offset" value="0"/>
<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"/>
<tweakable type="bool" name="ExposureHistogram:Debug Clear Targets" value="0"/>
<tweakable type="bool" name="ExposureHistogram:Debug Scanline Histograms" value="0"/>
<tweakable type="bool" name="ExposureHistogram:Draw Histogram" value="0"/>
<tweakable type="bool" name="FallComponent: Debug draw fall damage" value="0"/>
<tweakable type="float1" name="FallComponent: Detach movement" value="1.000000"/>
<tweakable type="float1" name="FallComponent: Max grab angle" value="50.000000"/>
<tweakable type="float1" name="FallComponent: Max grab edge distance" value="0.600000"/>
<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"/>
<tweakable type="float1" name="Flicker:Base" value="1.000000"/>
<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"/>
<tweakable type="float1" name="Flicker:FastRMS" value="-1.500000"/>
<tweakable type="float1" name="Flicker:Freq" value="5.000000"/>
<tweakable type="float1" name="Flicker:Intensity mesh min" value="0.020000"/>
<tweakable type="float1" name="Flicker:Ramp" value="0.100000"/>
<tweakable type="float1" name="Flicker:Spread" value="0.750000"/>
<tweakable type="float1" name="FloatingCamera:Distance" value="0.000000"/>
<tweakable type="bool" name="FloatingCamera:Enable" value="0"/>
<tweakable type="float1" name="FloatingCamera:Height" value="0.000000"/>
<tweakable type="bool" name="FloatingCamera:Override Camera" value="0"/>
<tweakable type="float1" name="FloatingCamera:Range" value="0.000000"/>
<tweakable type="bool" name="FloatingCamera:Save Camera" value="0"/>
<tweakable type="float1" name="FloatingCamera:Speed" value="0.000000"/>
<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"/>
<tweakable type="float1" name="Fog:FogGroundSimulationSpeed" value="14.000000"/>
<tweakable type="float1" name="Fog:GroundFogHeightDiff" value="0.000000"/>
<tweakable type="float1" name="Foliage:Branch Shake Amplitude" value="1.000000"/>
<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"/>
<tweakable type="float1" name="Foliage:Large Wind Amplitude" value="3.000000"/>
<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"/>
<tweakable type="float1" name="Foliage:Trunk Wind Amplitude" value="0.400000"/>
<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"/>
<tweakable type="float1" name="FPS Camera:Eye Height" value="1.500000"/>
<tweakable type="float1" name="Free Camera:Camera Movement Speed" value="17.500000"/>
<tweakable type="float1" name="Free Camera:Camera Rotation Speed" value="180.000000"/>
<tweakable type="bool" name="FullScreen Video:DebugDraw" value="0"/>
<tweakable type="float1" name="Game HUD:Large Text" value="0.020000"/>
<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"/>
<tweakable type="bool" name="Game Properties: Debug restore points" value="0"/>
<tweakable type="int" name="Game Properties: Loading screen hint index" value="-1"/>
<tweakable type="int" name="Game Properties: Upgrade points per level" value="3"/>
<tweakable type="bool" name="GameAnimationInputLookAtComponent:Draw debug" value="1"/>
<tweakable type="float1" name="GameAnimationInputLookAtComponent:Maximum lookAt cooldown" value="10.000000"/>
<tweakable type="float1" name="GameAnimationInputLookAtComponent:Minimum lookAt time" value="1.000000"/>
<tweakable type="float1" name="GameAnimationInputLookAtComponent:Visibility raycast max length" value="20.000000"/>
<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"/>
<tweakable type="float1" name="GamePlayerCameraMovementComponent:Max Vertical Angle (deg)" value="60.000000"/>
<tweakable type="float1" name="GamePlayerCameraMovementComponent:Min Aim Snap Vertical Angle (deg)" value="-75.000000"/>
<tweakable type="float1" name="GamePlayerCameraMovementComponent:Min Vertical Angle (deg)" value="-60.000000"/>
<tweakable type="bool" name="GamePlayerCameraMovementComponent:Speed Debug" value="0"/>
<tweakable type="float1" name="GamePlayerCameraMovementComponent:Y Offset for Aim Snap target (m)" value="0.200000"/>
<tweakable type="bool" name="GameTime:Allow World Catchup" value="1"/>
<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"/>
<tweakable type="bool" name="GameTime:Show Activity Window" value="0"/>
<tweakable type="bool" name="GameTime:Simulate Fast FPS" value="0"/>
<tweakable type="bool" name="GameTime:Simulate Slow FPS" value="0"/>
<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"/>
<tweakable type="float1" name="GameWeaponComponent:Nozzle To Blocker Safety Distance" value="1.500000"/>
<tweakable type="bool" name="GameWeaponComponent:Show AI Weapon Info" value="0"/>
<tweakable type="int" name="Garbage Collection:Audio memory limit (PC, MB)" value="240"/>
<tweakable type="float1" name="Garbage Collection:Audio memory remaining panic (MB)" value="20.000000"/>
<tweakable type="float1" name="Garbage Collection:Audio memory remaining target (MB)" value="40.000000"/>
<tweakable type="bool" name="Garbage Collection:Lazy" value="1"/>
<tweakable type="float1" name="Garbage Collection:Lazy collection time limit (ms)" value="3.000000"/>
<tweakable type="float1" name="Garbage Collection:Memory remaining panic (MB)" value="250.000000"/>
<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"/>
<tweakable type="list" name="GBuffer:Debug Mode" value="off"/>
<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"/>
<tweakable type="float1" name="givis:Brick visualization distance" value="10.000000"/>
<tweakable type="bool" name="givis:Draw sample boxes" value="0"/>
<tweakable type="bool" name="givis:Freeze Visualization" value="0"/>
<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"/>
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<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"/>
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<tweakable type="float1" name="InteractComponent:Max UseItem Player angle" value="180.000000"/>
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<tweakable type="bool" name="InteractComponent:Only use Distance for prioritizing targets" value="1"/>
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<tweakable type="float1" name="Interleaved:Smoothness 4x" value="0.800000"/>
<tweakable type="float1" name="Interleaved:Smoothness 6x" value="0.800000"/>
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<tweakable type="float1" name="LaunchInteract: Long Interact Time" value="3.000000"/>
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<tweakable type="float1" name="LaunchInteract: Very Long Interact Time" value="5.000000"/>
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<tweakable type="float1" name="LensFlare:Intensity1_1" value="21.000000"/>
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<tweakable type="float1" name="LensFlare:Size9" value="0.600000"/>
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<tweakable type="float1" name="LightFlash: Flash Fade In Time" value="0.100000"/>
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<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"/>
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<tweakable type="bool" name="Loader: Use new selection method" value="1"/>
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<tweakable type="bool" name="LocomotionProbe:Force Supported" value="0"/>
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<tweakable type="float1" name="LocomotionProbe:Max Supported Distance From Ground" value="0.100000"/>
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<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"/>
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<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"/>
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<tweakable type="float1" name="Sky Glow:Sun Angle Fadeout Exponent" value="55.000000"/>
<tweakable type="float1" name="Sky Glow:Sun Angle Fadeout Point" value="-0.530000"/>
<tweakable type="float3" name="Sky Glow:Sun Color" value="0.510000 0.210000 0.040000"/>
<tweakable type="float1" name="Sky Glow:Sun Curve Max" value="20.000000"/>
<tweakable type="float1" name="Sky Glow:Sun Curve Min" value="50.000000"/>
<tweakable type="float1" name="Sky:Brightness" value="1.000000"/>
<tweakable type="float1" name="Sky:Cloud Bump Offset" value="1.500000"/>
<tweakable type="float1" name="Sky:Cloud Exponent" value="1.100000"/>
<tweakable type="float1" name="Sky:Cloud Intensity" value="0.900000"/>
<tweakable type="float1" name="Sky:Cloud Light" value="7.000000"/>
<tweakable type="float1" name="Sky:Cloud Scale" value="1.750000"/>
<tweakable type="float1" name="Sky:Cloud Shadow" value="10.000000"/>
<tweakable type="float1" name="Sky:Cloud Sunlight Exponent" value="7.000000"/>
<tweakable type="float1" name="Sky:Saturation" value="1.000000"/>
<tweakable type="bool" name="SoundEmitterComponent:Debug positions" value="0"/>
<tweakable type="bool" name="SoundEmitterComponent:Debug radius" value="0"/>
<tweakable type="bool" name="SoundSpawnerComponent:Debug positions" value="0"/>
<tweakable type="bool" name="SoundSpawnerComponent:Debug radius" value="0"/>
<tweakable type="float1" name="Spawning:Item Despawn Delay" value="0.000000"/>
<tweakable type="float1" name="Spawning:Item Despawn Distance" value="100.000000"/>
<tweakable type="float1" name="Spawning:Player Launch Object Despawn Delay" value="1.000000"/>
<tweakable type="float1" name="Spawning:Projectile Despawn Delay" value="0.000000"/>
<tweakable type="float1" name="Spawning:Projectile Despawn Distance" value="200.000000"/>
<tweakable type="float1" name="Spawning:Throw Item Despawn Delay" value="0.000000"/>
<tweakable type="bool" name="Spherical Blend: Show Debug" value="0"/>
<tweakable type="float1" name="SSAA:Depth delta bias" value="0.010000"/>
<tweakable type="bool" name="SSAA:Disable depth rejection" value="0"/>
<tweakable type="bool" name="SSAA:Draw fullscreen" value="0"/>
<tweakable type="int" name="SSAA:Draw previous" value="-1"/>
<tweakable type="bool" name="SSAA:Draw threshold velocity" value="0"/>
<tweakable type="bool" name="SSAA:High quality sampling" value="1"/>
<tweakable type="bool" name="SSAA:Run Before Post" value="0"/>
<tweakable type="float1" name="SSAA:Run LDR/HDR Range" value="100.000000"/>
<tweakable type="float1" name="SSAA:Temporal Jitter Scale" value="1.000000"/>
<tweakable type="int" name="SSAA:Use blur" value="-1"/>
<tweakable type="bool" name="SSAA:Use new CS" value="1"/>
<tweakable type="bool" name="SSAA:Use Temporal AA + FXAA" value="0"/>
<tweakable type="float1" name="SSAA:Velocity rejection strength" value="1.000000"/>
<tweakable type="float1" name="SSAO:Bend strength" value="1.000000"/>
<tweakable type="bool" name="SSAO:Checkerboard" value="0"/>
<tweakable type="int" name="SSAO:Depth source mip count" value="2"/>
<tweakable type="bool" name="SSAO:Disable bent normals" value="0"/>
<tweakable type="bool" name="SSAO:Draw bent normal buffer" value="0"/>
<tweakable type="bool" name="SSAO:Draw SSAO buffer" value="0"/>
<tweakable type="bool" name="SSAO:Draw SSAO full screen" value="0"/>
<tweakable type="bool" name="SSAO:Load precalc data from files" value="1"/>
<tweakable type="float1" name="SSAO:Maximum temporal reuse" value="0.750000"/>
<tweakable type="bool" name="SSAO:Spatial blur SSAO" value="1"/>
<tweakable type="bool" name="SSAO:Temporal blur SSAO" value="0"/>
<tweakable type="bool" name="SSDiffuse:Draw SSDiffuse buffer" value="0"/>
<tweakable type="float1" name="SSR:Clamp luminance" value="100.000000"/>
<tweakable type="float1" name="SSR:Color MIP multiplier" value="1.000000"/>
<tweakable type="bool" name="SSR:Draw SSR buffer" value="0"/>
<tweakable type="bool" name="SSR:Draw SSR full screen" value="0"/>
<tweakable type="bool" name="SSR:Draw SSRColor buffer" value="0"/>
<tweakable type="bool" name="SSR:Draw SSRColor/Diffuse full screen" value="0"/>
<tweakable type="float1" name="SSR:Falloff rate" value="0.001000"/>
<tweakable type="list" name="SSR:Filter SSRC" value="Off"/>
<tweakable type="int" name="ssr:Filter SSRC pass count" value="10"/>
<tweakable type="bool" name="SSR:High Quality" value="0"/>
<tweakable type="float1" name="SSR:Linear thickness constant" value="0.350000"/>
<tweakable type="float1" name="SSR:Linear thickness linear" value="0.100000"/>
<tweakable type="float1" name="SSR:Maximum temporal reuse" value="0.500000"/>
<tweakable type="float1" name="SSR:Noise tolerance" value="0.250000"/>
<tweakable type="float1" name="SSR:Normal pass threshold" value="3.970000"/>
<tweakable type="float1" name="SSR:Position stop threshold" value="0.900000"/>
<tweakable type="float1" name="SSR:Ray jitter" value="0.400000"/>
<tweakable type="list" name="SSR:Spatial blur SSR color" value="Color Gradient"/>
<tweakable type="bool" name="SSR:Spatial blur SSR occlusion" value="1"/>
<tweakable type="float1" name="SSR:Step jitter" value="1.000000"/>
<tweakable type="bool" name="SSR:Temporal blur SSR color" value="1"/>
<tweakable type="float1" name="SSS:Kernel Distance Exponent" value="2.000000"/>
<tweakable type="float1" name="SSS:Kernel Jitter" value="0.000000"/>
<tweakable type="float1" name="SSS:Kernel Range" value="2.000000"/>
<tweakable type="bool" name="SSS:Use" value="1"/>
<tweakable type="bool" name="Streaming:Clear When Outside Volumes" value="0"/>
<tweakable type="bool" name="Streaming:Enable Additional Streaming Positions" value="1"/>
<tweakable type="bool" name="Streaming:Enable Streaming Position (Camera)" value="1"/>
<tweakable type="bool" name="Streaming:Enable Streaming Position (Player)" value="1"/>
<tweakable type="bool" name="Streaming:Force all volumepass dirty" value="0"/>
<tweakable type="bool" name="Streaming:Give perf warnings" value="0"/>
<tweakable type="bool" name="Streaming:Halt Streaming" value="0"/>
<tweakable type="bool" name="Streaming:Halt Streaming Position" value="0"/>
<tweakable type="bool" name="Streaming:Halt Uninstantiation" value="0"/>
<tweakable type="float1" name="Streaming:Indoor Volume Padding" value="0.050000"/>
<tweakable type="int" name="Streaming:Max BroadPhase Objects/frame" value="100"/>
<tweakable type="int" name="Streaming:Max GameObject instantiations/frame" value="50"/>
<tweakable type="int" name="Streaming:Max GameObject uninstantiations/frame" value="50"/>
<tweakable type="int" name="Streaming:Max StaticObject instantiations/frame" value="50"/>
<tweakable type="int" name="Streaming:Max StaticObject uninstantiations/frame" value="50"/>
<tweakable type="bool" name="Streaming:Process all batches simultaneously" value="0"/>
<tweakable type="bool" name="Streaming:Render Nodes" value="0"/>
<tweakable type="bool" name="Streaming:Render Streaming Volumes" value="0"/>
<tweakable type="bool" name="Streaming:Show Debugger" value="0"/>
<tweakable type="bool" name="Streaming:Show Forced High Detail Textures Info" value="0"/>
<tweakable type="bool" name="Streaming:Stress Test" value="0"/>
<tweakable type="int" name="Streaming:Stress Test Param" value="60"/>
<tweakable type="bool" name="Streaming:Visualize Streaming Positions" value="0"/>
<tweakable type="bool" name="StressTest Checkpoint Reloading:Dump Memory" value="0"/>
<tweakable type="float1" name="StressTest Checkpoint Reloading:Idle Time" value="10.000000"/>
<tweakable type="bool" name="StressTest Checkpoint Reloading:Run" value="0"/>
<tweakable type="bool" name="StressTest Iterate:Always Reload For Jumpoints" value="0"/>
<tweakable type="bool" name="StressTest Iterate:Dump memory" value="0"/>
<tweakable type="bool" name="StressTest Iterate:Episodes" value="1"/>
<tweakable type="float1" name="StressTest Iterate:Idle Time" value="10.000000"/>
<tweakable type="bool" name="StressTest Iterate:Jumppoints" value="1"/>
<tweakable type="bool" name="StressTest Iterate:Run" value="0"/>
<tweakable type="float1" name="StressTest MoveCamera(circular):Radius" value="100.000000"/>
<tweakable type="bool" name="StressTest MoveCamera(circular):RunTest" value="0"/>
<tweakable type="float1" name="StressTest MoveCamera(circular):Time per test" value="10.000000"/>
<tweakable type="bool" name="Stuck Detection:Draw Debug" value="0"/>
<tweakable type="float1" name="Sun:Latitude" value="45.000000"/>
<tweakable type="float1" name="Sun:Rotate around Y-Axis" value="0.000000"/>
<tweakable type="float1" name="Sun:Sun Intensity" value="100.000000"/>
<tweakable type="float1" name="Sun:Sun Saturation (dawn/dusk)" value="1.000000"/>
<tweakable type="float1" name="Sun:Sun Saturation (noon)" value="1.000000"/>
<tweakable type="float1" name="Sun:Time of Year" value="0.000000"/>
<tweakable type="int" name="SunLight:Cascade resolution" value="1024"/>
<tweakable type="bool" name="SunLight:Enable Sun Near Plane" value="0"/>
<tweakable type="bool" name="SunLight:Freeze Projection" value="0"/>
<tweakable type="bool" name="SunLight:Print Cascade Info" value="0"/>
<tweakable type="bool" name="SunLight:Use Double Projection Math" value="1"/>
<tweakable type="bool" name="Tail Camera:Avoid Collisions" value="1"/>
<tweakable type="float1" name="Tail Camera:Character Height" value="2.000000"/>
<tweakable type="bool" name="Tail Camera:Curve Debug" value="0"/>
<tweakable type="bool" name="Tail Camera:High Cover Mode" value="0"/>
<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 < 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"/>