SetsulSo on one hand you left in settings for a better single player experience, on the other hand you left in a setting that completely breaks single player. That seems a bit inconsistent, doesn't it?
Nope, because people can change values. Though, I could do a better job of helping people find that host_thread_mode needs to be set to 0.
SetsulStuff about mem_max_heapsize_dedicated
I know what bitshifting is. My point with my previous response was to tell you that it is indeed used by the TF2 client, contrary to what you had said. Anyway, you're right about the code logic. I just didn't pay much attention to it because it was such a fringe case anyway (512MB of system RAM). Sorry.
SetsulStuff about mem_min_heapsize
I wanted to ensure heapsize started bigger because audio cache takes up a quarter of memory. When using the async sound system, I needed to ensure that the heapsize was big enough to keep enough of the sound cache to prevent stuttering in most cases.
SetsulWhy do you think building_cubemaps 1 is the only way to disable these things? building_cubemaps 1 can break things horribly, e.g. epilepsy inducing flickering because the low pass filter is turned off.
I don't. But it disables some things that can't be disabled normally. I haven't seen that problem.
SetsulSo you document bloom settings and set them to something reasonable but you don't document the ragdoll settings and set them to completely random values that will result in garbage tier ragdolls with forcefade 0? Again, this seems rather inconsistent.
I agree that the documentation needs to be better. But the documentation is a work in progress. I agree for consistency that the values should be different.
SetsulAgain, you want high model detail, but you want other things to disappear completely? Inconsistent.
Also it won't work. I don't know how you do this, but you always ignore very relevant lines that come immediately after things that you appear to have read.
Because model detail is much more noticeable than some map objects that fade out of view sooner. You need to look at how that function is used. flMinDist is not going to be negative, because as I explained before, flMinDist will be 5000 + -5000, and flMaxDist will be 5000.
SetsulI haven't looked this up but since before DirectX existed user accessible glclear vars have been used to set the colour buffer to a solid bright colour, to find holes in the map. Now how does having to write the whole colour buffer before rendering help?
It clears the color buffer. I think you're thinking of gl_clear_randomcolor, which clears the buffer to a random color. Admittedly, I don't have a GPU that supports tiled rendering (stuck with a GTX660 for now :( ) so I can't test the effects of gl_clear. I should label it as an experimental CVar, then.