--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] LANGUAGE = { optGmod_mcore_test = "Multi-Core Rendering", optdGmod_mcore_test = "Toggles Multi-Core Rendering for your game. Requires a restart.", optMat_queue_mode = "Material queue mode", optdMat_queue_mode = "The queue/thread mode the material system should use (-1 = default, 0 = synchronous single thread, 1 = queued single threaded, 2 = queued multithreaded).", optCl_threaded_bone_setup = "Multi-Threaded Bone System", optdCl_threaded_bone_setup = "Toggles parallel processing for the bone system.", optR_decals = "Max decals", optdR_decals = "The maximum number of decals allowed to render at any one time.", optR_drawmodeldecals = "Model decals", optdR_drawmodeldecals = "Whether decals should render on models or not.", optR_maxmodeldecal = "Max model decals", optdR_maxmodeldecal = "The maximum number of decals allowed to render on models at any one time.", optCl_ragdoll_collide = "Clientside ragdoll collision", optdCl_ragdoll_collide = "Whether or not clientside models should have collisions.", optR_WaterDrawReflection = "Water Reflections", optdR_WaterDrawReflection = "Whether the water should have reflections.", optR_WaterDrawRefraction = "Water Refraction", optdR_WaterDrawRefraction = "Whether the water should have refractions.", optR_shadows = "Model shadows", optdR_shadows = "Whether models and props should cast shadows.", optMat_mipmaptextures = "'Mipmap' textures", optdMat_mipmaptextures = "Increase texture quality in exchange for performance.", optMat_filtertextures = "Filter textures", optdMat_filtertextures = "Increase texture quality in exchange for performance.", optMat_envmapsize = "Environment Map Size", optdMat_envmapsize = "Adjusts the resolution of environment maps that are used for reflective surfaces.", optCl_phys_props_enable = "Clientside physics props", optdCl_phys_props_enable = "Toggles clientside physics props. Requires a reconnect.", optCl_ejectbrass = "Eject Brass", optdCl_ejectbrass = "Whether bullet shells should eject out of weapons when fired.", optMat_filterlightmaps = "Filter lightmaps", optdMat_filterlightmaps = "Increase light quality in exchange for performance.", optMuzzleflash_light = "Muzzleflash light", optdMuzzleflash_light = "Whether the muzzleflash should light up the player's viewmodel.", optProps_break_max_pieces = "Maximum prop gibs", optdProps_break_max_pieces = "Maximum prop breakable piece count (-1 = model default).", optR_3dsky = "3D Skybox", optdR_3dsky = "Whether 3D Skyboxes should render.", optR_maxdlights = "Maximum Dynamic Lights", optdR_maxdlights = "The maximum dynamic lights allowed to exist at any one time.", optR_eyemove = "Eye movement", optdR_eyemove = "Whether character and NPC eyes should move.", optR_eyes = "Render eyes", optdR_eyes = "Whether character and NPC eyes should render.", optR_teeth = "Render teeth", optdR_teeth = "Whether character and NPC teeth should render.", optR_radiosity = "Radiosity setting", optdR_radiosity = "The manner in which radiosity is sampled (0 = no radiosity, 1 = radiosity with ambient cube (6 samples), 2 = radiosity with 162 samples, 3 = 162 samples for static props, 6 samples for everything else).", optR_worldlights = "World Lights", optdR_worldlights = "The number of world lights to use per vertex.", optRope_averagelight = "Rope Average Light", optdRope_averagelight = "Makes ropes use average of cubemap lighting instead of max intensity.", optRope_collide = "Rope collisions", optdRope_collide = "Whether ropes should collide with the world.", optRope_rendersolid = "Render ropes", optdRope_rendersolid = "Whether ropes should render.", optRope_smooth = "Rope Anti-Aliasing", optdRope_smooth = "Whether ropes should have anti-aliasing measures applied on them.", optRope_subdiv = "Rope subdivision", optdRope_subdiv = "Rope subdivision amount.", optViolence_ablood = "Alien Blood", optdViolence_ablood = "Whether alien blood should render.", optViolence_agibs = "Alien Gibs", optdViolence_agibs = "Whether alien gibs should render.", optViolence_hblood = "Human Blood", optdViolence_hblood = "Whether human blood should render.", optViolence_hgibs = "Human Gibs", optdViolence_hgibs = "Whether human gibs should render.", optAi_expression_optimization = "AI Expression Optimization", optdAi_expression_optimization = "Whether NPC expressions should not render if you cannot see them.", optCl_detaildist = "Detail Distance", optdCl_detaildist = "Distance at which detail props are no longer visible.", optCl_detailfade = "Detail Fade", optdCl_detailfade = "Distance across which detail props fade in.", optR_fastzreject = "Fast Z Reject", optdR_fastzreject = "Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings.", optCl_show_splashes = "Render water splashes", optdCl_show_splashes = "Whether water splashes should render.", optR_drawflecks = "Render flecks", optdR_drawflecks = "Whether particles should be created when a wall is shot.", optR_threaded_particles = "Multi-Threaded Particle System", optdR_threaded_particles = "Toggles parallel processing for the particle system.", optSnd_mix_async = "Multi-Threaded Sound System", optdSnd_mix_async = "Toggles parallel processing for the sound system.", optR_threaded_renderables = "Multi-Threaded Rendering System", optdR_threaded_renderables = "Toggles parallel processing for the rendering system.", optCl_forcepreload = "Force Pre-Load", optdCl_forcepreload = "Forcefully pre-loads all content before map load, as opposed to loading things when needed." }