diff --git a/config/docs.cfg b/config/docs.cfg
index d134de9e..52eff63f 100644
--- a/config/docs.cfg
+++ b/config/docs.cfg
@@ -1411,30 +1411,45 @@ docargument [N] [idname] [] [0];
docident [sealcontexts] [secure this configuration for the rest of the game];
docident [shadowyaw] [Shadow yaw specifies the angle at which shadow stencils are drawn on a map.];
docargument [D] [The angle in degrees to rotate the stencil shadows] [0...360, default is 45] [0];
-docremark [When specifying shadowyaw, remember that the default angle is 45 degrees. The example below would make the shadows appear at 90 degrees (45 degrees more to the left).];
-docexample [shadowyaw 90] [];
-docident [texture] [Binds a texture to the current texture slot.];
-docargument [0] [This is a redundant value. Always leave this value as 0 here so it doesn't break your configurations.] [0] [0];
-docargument [F] [File name of the texture to bind] [String] [0];
-docremark [Binds the texture indicated in the filename to the current texture slot and increments the slot number.];
-docident [texturereset] [Sets the texture slots/indicies to 0 for the subsequent "texture" commands.];
-docremark [Each subsequent texture command increases it again. See config/default_map_settings.cfg for an example.];
-docident [watercolour] [Determines the water colour in a map.];
-docargument [R] [Red colour intensity] [Between 1 and 255] [0];
-docargument [G] [Green colour intensity] [Between 1 and 255] [0];
-docargument [B] [Blue colour intensity] [Between 1 and 255] [0];
-docremark [You must define all 3 values, otherwise this command may not work correctly (use "1" as a placeholder if needed).];
+docremark [When specifying shadowyaw, remember that the default angle is 45 degrees. The example below would make the shadows appear at 90 degrees (45 degrees more to the left).]
+docexample [shadowyaw 90] []
+docident [texture] [Binds a texture to the current texture slot.]
+docargument [0] [This is a redundant value. Always leave this value as 0 here so it doesn't break your configurations.] [0] [0]
+docargument [F] [File name of the texture to bind] [String] [0]
+docremark [Binds the texture indicated in the filename to the current texture slot and increments the slot number.]
+docident [texturereset] [Sets the texture slots/indicies to 0 for the subsequent "texture" commands.]
+docremark [Each subsequent texture command increases it again. See config/default_map_settings.cfg for an example.]
+docident [watercolour] [Determines the water colour in a map.]
+docargument [R] [Red colour intensity] [Between 1 and 255] [0]
+docargument [G] [Green colour intensity] [Between 1 and 255] [0]
+docargument [B] [Blue colour intensity] [Between 1 and 255] [0]
+docremark [You must define all 3 values, otherwise this command may not work correctly (use "1" as a placeholder if needed).]
+<<<<<<< .mine
+docident [maploaditemlength] [change at what position to truncate the map title string]
+docident [showedithide] [shows the settings of edithide (sparklies)]
+docremark [Lists all hidden entity types for which no sparky is drawn.]
+docident [setedithide] [list of entities that do not emit a sparkly]
+docargument [C] [list of type to hide]
+docremark [pass light or 1, playerstart or 2. Call [setedithide 1 10] to just hide all lights and mapmodels.]
+docremark [Or [setedithide [3 4 5 6 7 8 9 12 13]] for all the clips, ammo, nades, health, helmet, armour, akimbo, ladder, and flag.]
+docremark [Reversly just use [1 2 10 11 13 14 15 16] to hide light, spawn, mapmodel, ladder, sound, clip, plclip.]
+docremark [Only shown entity types are potential 'closest entity'.]
+docident [seteditshow] [hides all but the single entity type you give. pass 1 for light, 2 for spawn, or use [playerstart].]
+docargument [T] [type to show exclusively]
+docremark [Just run [seteditshow model] and see just the model entities.]
+docremark [The other entity types are ignored as closestentity too.]
+docremark [other call forms may use the numerical item type]
docident [mfilter] [smoothes mouse movement, this way you have no jittering or video lag artifacts (if the mouse caused them), it's most likely usefull in case you havent got a gaming-grade mouse, if that's your case, use this new option,it will let you enjoy the game more atleast until you buy a new/better mouse.];
-docargument [N] [the smoothing factor (5 is recommended)] [float] [0];
+docargument [N] [the smoothing factor (5 is recommended)] [float] [0]
docident [autoscopesens] [auto-regulates the sniper sensitivity, by taking into account how much zoom was applied];
docremark [if you find that the sniper movement when zooming is too fast or too slow, than this option is definitely for you, else you can as usual customize you sniper scope sensitivity by modifying scopesensscale (defaults to 0.5, means half sensitivity for zoomed view)];
-docargument [N] [enables autoscopesens] [bool] [0];
+docargument [N] [enables autoscopesens] [bool] [0]
docident [mouseaccel] [add's mouse acceleration, fast mouse movements create bigger ingame movement than a slow movement that took the same space.];
docremark [if you want to try it start with 1 and then regulate it to your preference
eg. you can do a 180 degree turn in a little flick but still have the possibility to do very small ingame movements with a slow hand motion for fine aiming and precision.
it's higly recommendable (in case you are using mouse accel) to turn off "enhance pointer precision" on windows (or use "xset m 0 0" in commandline for linux)
-you don't want your operating system to add strange mouse acceleration, you'll probably want to fine tune it trought the ingame option.];
-docargument [N] [value for mouse acceleration] [float] [0];
-docident [sensitivityscale] [divides mouse sensitivity and acceleration by it's value.];
-docremark [you can cleaverly use this option when you change mouse to a higher dpi one, just set it to newdpi/olddpi, this way you won't need to change all other mouse parameters, and maybe never get them good as they used to be];
-docargument [N] [value for sensitivity scale] [float] [0];
+you don't want your operating system to add strange mouse acceleration, you'll probably want to fine tune it trought the ingame option.]
+docargument [N] [value for mouse acceleration] [float] [0]
+docident [sensitivityscale] [divides mouse sensitivity and acceleration by it's value.]
+docremark [you can cleaverly use this option when you change mouse to a higher dpi one, just set it to newdpi/olddpi, this way you won't need to change all other mouse parameters, and maybe never get them good as they used to be]
+docargument [N] [value for sensitivity scale] [float] [0]
diff --git a/docs/reference.xml b/docs/reference.xml
index 709d69cf..bf1af8f2 100644
--- a/docs/reference.xml
+++ b/docs/reference.xml
@@ -5168,6 +5168,42 @@ correctly (use "1" as a placeholder if needed).
+
+
+change at what position to truncate the map title string
+
+
+
+
+shows the settings of edithide (sparklies)
+
+
+hides the list of entity types you set. pass 1 for light, 2 for spawn, or use "playerstart".
+
+
+
+
+pass light or 1, playerstart or 2. Call [setedithide 1 10] to just hide all lights and mapmodels.
+Or [setedithide [3 4 5 6 7 8 9 12 13]] for all the clips, ammo, nades, health, helmet, armour, akimbo, ladder, and flag.
+Reversly just use [1 2 10 11 13 14 15 16] to hide light, spawn, mapmodel, ladder, sound, clip, plclip.
+Only shown entity types are potential 'closest entity'.
+
+
+
+
+
+hides all but the single entity type you give. pass 1 for light, 2 for spawn, or use [playerstart].
+
+
+
+
+Just run [seteditshow model] and see just the model entities.
+The other entity types are ignored as closestentity too.
+other call forms may use the numerical item type
+
+
+
+