OpenSimMirror/bin/OpenSimDefaults.ini

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; This file contains defaults for various settings in OpenSimulator. These can be overriden
; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
2007-11-11 09:19:21 +00:00
[Startup]
; Console prompt
; Certain special characters can be used to customize the prompt
; Currently, these are
; \R - substitute region name
; \\ - substtitue \
ConsolePrompt = "Region (\R) "
; Console commands can be saved to a file, so the command history persists after a restart. (default is true)
ConsoleHistoryFileEnabled = true
; Log file location. This can be set to a simple file path
; LogFile = OpenSim.log
; The history file can be just a filename (relative to OpenSim's bin/ directory
; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
; How many lines of command history should we keep? (default is 100)
ConsoleHistoryFileLines = 100
; Set this to true if you want to log crashes to disk
; this can be useful when submitting bug reports.
; However, this will only log crashes within OpenSimulator that cause the entire program to exit
; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
; You will need to capture these native stack traces by recording the session log itself.
save_crashes = false
; Directory to save crashes to if above is enabled
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; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
crash_dir = "crashes"
; Place to create a PID file
; PIDFile = "/tmp/OpenSim.exe.pid"
; Console commands run at startup
startup_console_commands_file = "startup_commands.txt"
; Console commands run on shutdown
shutdown_console_commands_file = "shutdown_commands.txt"
; Console commands run every 20 minutes
; timer_Script = "filename"
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; timer_Script time interval (default 20 min)
; The time is 60 per minute
; timer_Interval = 1200
; ##
; ## SYSTEM
; ##
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; Sets the method that OpenSim will use to fire asynchronous
; events. Valid values are UnsafeQueueUserWorkItem,
; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
;
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; SmartThreadPool is reported to work well on Mono/Linux, but
; UnsafeQueueUserWorkItem has been benchmarked with better
; performance on .NET/Windows
;
; UnsafeQueueUserWorkItem refers to the fact that the code creating the event could elevate its security
; privileges. However, as calling code is trusted anyway this is safe (if you set
; TrustedBinaries = true in the [XEngine] section then you already have to trust that incoming code for other reasons).
async_call_method = SmartThreadPool
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; Max threads to allocate on the FireAndForget thread pool
; when running with the SmartThreadPool option above
MaxPoolThreads = 300
; Allow certain jobs to be run consecutively in a job engine rather than always concurrently.
; This improves performance in regions with large numbers of connections (in the hundreds).
JobEngineEnabled = true
; Plugin Registry Location
; Set path to directory for plugin registry. Information about the
; registered repositories and installed plugins will be stored here.
; The OpenSim.exe process must have R/W access to the location.
RegistryLocation = "."
; Used by region module addins. You can set this to outside bin, so that addin
; configurations will survive updates. The OpenSim.exe process must have R/W access
; to the location.
ConfigDirectory = "."
; ##
; ## CLIENTS
; ##
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; Set this to the DLL containing the client stack to use.
clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
; ##
; ## REGIONS
; ##
; Determine where OpenSimulator looks for the files which tell it which regions to server
; Defaults to "filesystem" if this setting isn't present
region_info_source = "filesystem"
; region_info_source = "web"
; Determines where the region XML files are stored if you are loading these from the filesystem.
; Defaults to bin/Regions in your OpenSimulator installation directory
; regionload_regionsdir="C:\somewhere\xmlfiles\"
; Determines the page from which regions xml is retrieved if you are loading these from the web
; The XML here has the same format as it does on the filesystem (including the <Root> tag),
; except that everything is also enclosed in a <Regions> tag.
; regionload_webserver_url = "http://example.com/regions.xml";
;; Allow the simulator to start up if there are no region configuration available
;; from the selected region_info_source.
allow_regionless = false
;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
see_into_region = true
; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
; Increasing this number will increase memory usage.
MaxPrimUndos = 20
; Maximum size of non physical prims. Affects resizing of existing prims. This can be overridden in the region config file (as NonPhysicalPrimMax!).
NonPhysicalPrimMax = 256
; Maximum size of physical prims. Affects resizing of existing prims. This can be overridden in the region config file.
PhysicalPrimMax = 64
; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
; This can be overridden in the region config file.
ClampPrimSize = false
; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
; This can be overridden in the region config file.
LinksetPrims = 0
; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
; This only applies when crossing to a region running in a different simulator.
; For crossings where the regions are on the same simulator the script is always kept running.
AllowScriptCrossing = true
; Allow compiled script binary code to cross region boundaries.
; If you set this to "true", any region that can teleport to you can
; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
; YOU HAVE BEEN WARNED!!!
TrustBinaries = false
; Combine all contiguous regions into one large megaregion
; Order your regions from South to North, West to East in your regions.ini and then set this to true
; Warning! Don't use this with regions that have existing content!, This will likely break them
CombineContiguousRegions = false
; Extend the region's draw distance; 255m is the default which includes
; one neighbor on each side of the current region, 767m would go three
; neighbors on each side for a total of 49 regions in view. Warning, unless
; all the regions have the same drawdistance, you will end up with strange
; effects because the agents that get closed may be inconsistent.
DefaultDrawDistance = 255.0
; If you have only one region in an instance, or to avoid the many bugs
; that you can trigger in modules by restarting a region, set this to
; true to make the entire instance exit instead of restarting the region.
; This is meant to be used on systems where some external system like
; Monit will restart any instance that exits, thereby making the shutdown
; into a restart.
InworldRestartShutsDown = false
; The minimum proportion of a second that any particular frame can take to execute.
; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames
; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require
; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill.
MinFrameTime = 0.089
; Send scheduled updates to objects in the scene
; This must be a whole number
UpdateObjectsEveryNFrames = 1;
; Send position/velocity, etc. updates to agents in the scene
; This must be a whole number
UpdateAgentsEveryNFrames = 1;
; Apply pending forces from physics calculations to an entity.
; This must be a whole number
UpdateEntityMovementEveryNFrames = 1;
; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
; This must be a whole number
UpdateCoarseLocationsEveryNFrames = 50;
; Update physics. Within each update physics also updates in a series of contigous mini-steps
; This must be a whole number
UpdatePhysicsEveryNFrames = 1;
; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
; This must be a whole number
UpdateEventsEveryNFrames = 1;
; Send terrain updates to viewers
; This must be a whole number
UpdateTerrainEveryNFrames = 50;
; Persitently store any objects which meet the PRIM STORAGE criteria
; This must be a whole number
UpdateStorageEveryNFrames = 200;
; Clean up temp on rez objects.
; This must be a whole number
UpdateTempCleaningEveryNSeconds = 180;
; ##
; ## PRIM STORAGE
; ##
; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
; prevent frequently changing objects from heavily loading the region data store.
; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
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;
; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
MinimumTimeBeforePersistenceConsidered = 60
; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
MaximumTimeBeforePersistenceConsidered = 600
; ##
; ## PHYSICS
; ##
; If true then prims can be collided with by avatars, other prims, etc.
; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
; Also, no prims are subject to physics.
collidable_prim = true
; If true then prims can be made subject to physics (gravity, pushing, etc.).
; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
physical_prim = true
; Select a mesher here.
;
; Meshmerizer properly handles complex prims by using triangle meshes.
; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
;
; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
; Usually this is only a box
meshing = Meshmerizer
;meshing = ZeroMesher
; Path to decoded sculpty maps
; Defaults to "j2kDecodeCache
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;DecodedSculptMapPath = "j2kDecodeCache"
; if you use Meshmerizer and want sculpt map collisions, setting this to
; to true will store decoded sculpt maps in a special folder in your bin
; folder, which can reduce startup times by reducing asset requests. Some
; versions of mono dont work well when reading the cache files, so set this
; to false if you have compatibility problems.
;CacheSculptMaps = true
;; BulletSim is the default physics engine. It provides the best performance and most functionality.
;; BulletSim supports varregions.
;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
;; It continues to provide a workable physics implementation. It does not currently support varregions.
;; basicphysics effectively does not model physics at all, making all objects phantom.
;; Default is OpenDynamicsEngine
physics = BulletSim
;physics = modified_BulletX
;physics = OpenDynamicsEngine
;physics = basicphysics
;physics = POS
; ##
; ## SCRIPT ENGINE
; ##
DefaultScriptEngine = "XEngine"
; ##
; ## EMAIL MODULE
; ##
;emailmodule = DefaultEmailModule
; ##
; ## ANIMATIONS
; ##
; If enabled, enableFlySlow will change the primary fly state to
; FLYSLOW, and the "always run" state will be the regular fly.
enableflyslow = false
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; PreJump is an additional animation state, but it probably
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; won't look right until the physics engine supports it
; (i.e delays takeoff for a moment)
; Simulator statistics are output to the console periodically at debug level INFO.
; Setting this to zero disables this output.
; LogShowStatsSeconds = 3600
; Simulator Stats URI
; Enable JSON simulator data by setting a URI name (case sensitive)
; Returns regular sim stats (SimFPS, ...)
Stats_URI = "jsonSimStats"
; Simulator StatsManager URI
; Enable fetch of StatsManager registered stats. Fetch is query which can optionally
; specify category, container and stat to fetch. If not selected, returns all of that type.
; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic
; ManagedStatsRemoteFetchURI = "ManagedStats"
; Make OpenSim start all regions woth logins disabled. They will need
; to be enabled from the console if this is set
; StartDisabled = false
; Image decoding. Use CSJ2K for layer boundary decoding if true,
; OpenJPEG if false
; UseCSJ2K = true
; Use "Trash" folder for items deleted from the scene
; When set to True (the default) items deleted from the scene will be
; stored in the user's trash or lost and found folder. When set to
; False items will be removed from the scene permanently
UseTrashOnDelete = True
; #
; # Logging
; #
; Force logging when the thread pool approaches an overload condition
; Provides useful data for post-mortem analysis even in a production
; system with reduced logging
LogOverloads = True
[Map]
;WorldMapModule = "WorldMap"
;MapImageModule = "MapImageModule"
; World map blacklist timeout in seconds
;BlacklistTimeout = 600
; Set to false to not generate any maptiles
;GenerateMaptiles = true
; Refresh (in seconds) the map tile periodically
;MaptileRefresh = 0
; If not generating maptiles, use this static texture asset ID
;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
; Draw objects on maptile. This step might take a long time if you've got a large number of
; objects, so you can turn it off here if you'd like.
DrawPrimOnMapTile = true
; Use terrain texture for maptiles if true, use shaded green if false
TextureOnMapTile = true
; Texture prims
TexturePrims = true
; Only texture prims that have a diagonal size greater than this number
TexturePrimSize = 48
; Attempt to render meshes and sculpties on the map
RenderMeshes = false;
[Permissions]
; ##
; ## PERMISSIONS
; ##
;permissionmodules = "DefaultPermissionsModule"
; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
; any item, etc. This may not yet be implemented uniformally.
; If set to true, then all permissions checks are carried out
; Default is true
serverside_object_permissions = true
allow_grid_gods = false
; This allows somne control over permissions
; please note that this still doesn't duplicate SL, and is not intended to
;region_owner_is_god = true
;region_manager_is_god = false
;parcel_owner_is_god = true
; Control user types that are allowed to create new scripts
; Only enforced if serviceside_object_permissions is true
;
; Current possible values are
; all - anyone can create scripts (subject to normal permissions)
; gods - only administrators can create scripts (as long as allow_grid_gods is true)
; Default value is all
; allowed_script_creators = all
; Control user types that are allowed to edit (save) scripts
; Only enforced if serviceside_object_permissions is true
;
; Current possible values are
; all - anyone can edit scripts (subject to normal permissions)
; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
; Default value is all
; allowed_script_editors = all
; Provides a simple control for land owners to give build rights to specific avatars
; in publicly accessible parcels that disallow object creation in general.
; Owners specific avatars by adding them to the Access List of the parcel
; without having to use the Groups feature
; Disabled by default
; simple_build_permissions = False
; Minimum user level required to upload assets
;LevelUpload = 0
[RegionReady]
; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
enabled = true
; Channel on which to signal region readiness through a message
; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
; - the first field indicating whether this is an initial server startup
; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
; - the third field is a number indicating how many scripts failed to compile
; - "oar error" if supplied, provides the error message from the OAR load
channel_notify = -800
; - disallow logins while scripts are loading
; Instability can occur on regions with 100+ scripts if users enter before they have finished loading
login_disable = true
; - send an alert as json to a service
; alert_uri = "http://myappserver.net/my_handler/"
[EstateManagement]
; If false, then block any region restart requests from the client even if they are otherwise valid.
; Default is true
AllowRegionRestartFromClient = true
[UserProfiles]
;# {ProfileURL} {} {Set url to UserProfilesService} {}
;; Set the value of the url to your UserProfilesService
;; If un-set / "" the module is disabled
;; If the ProfileURL is not set, then very BASIC
;; profile support will be configured. If the ProfileURL is set to a
;; valid URL, then full profile support will be configured. The URL
;; points to your grid's Robust user profiles service
;;
; ProfileURL = http://127.0.0.1:9000
[SMTP]
enabled = false
;enabled = true
;internal_object_host = lsl.opensim.local
;host_domain_header_from = 127.0.0.1
;SMTP_SERVER_HOSTNAME = 127.0.0.1
;SMTP_SERVER_PORT = 25
;SMTP_SERVER_LOGIN = foo
;SMTP_SERVER_PASSWORD = bar
[Network]
ConsoleUser = "Test"
ConsolePass = "secret"
http_listener_port = 9000
console_port = 0
; ssl config: Experimental! The auto https config only really works definately on windows XP now
; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
http_listener_ssl = false ; Also create a SSL server
http_listener_cn = "localhost" ; Use the cert with the common name
http_listener_sslport = 9001 ; Use this port for SSL connections
http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
; HTTPS for "Out of band" management applications such as the remote
; admin module
;
; Create https_listener = "True" will create a listener on the port
; specified. Provide the path to your server certificate along with it's
; password
; https_listener = False
; Set our listener to this port
; https_port = 0
; Path to X509 certificate
; cert_path = "path/to/cert.p12"
; Password for cert
; cert_pass = "password"
; Hostname to use in llRequestURL/llRequestSecureURL
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; if not defined - default machine name is being used
; (on Windows this mean NETBIOS name - useably only inside local network)
; ExternalHostNameForLSL=127.0.0.1
; Disallow the following address ranges for user scripting calls (e.g. llHttpRequest())
; This is based on http://en.wikipedia.org/wiki/Reserved_IP_addresses
; This stops users making HTTP calls to machines in the simulator's local network.
; If you need to allow some LAN calls we recommend you use OutboundDisallowForUserScriptsExcept documented in OpenSim.ini.example
; If you override OutboundDisallowForUserScripts directly you need to be very careful.
;
; Network ranges are specified in CIDR notation (http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation) with multiple entries separated by |
; To specify an individual IP address use the /32 netmask (e.g. 192.168.1.3/32)
; You can also specify individual <addr>:<port> endpoints (e.g. 192.168.1.3:8003)
; If an address if given without a port number then port 80 is assumed.
OutboundDisallowForUserScripts = 0.0.0.0/8|10.0.0.0/8|100.64.0.0/10|127.0.0.0/8|169.254.0.0/16|172.16.0.0/12|192.0.0.0/24|192.0.2.0/24|192.88.99.0/24|192.168.0.0/16|198.18.0.0/15|198.51.100.0/24|203.0.113.0/24|224.0.0.0/4|240.0.0.0/4|255.255.255.255/32
;
; You can also prevent all user script outgoing calls with the following override in OpenSim.ini
;
; OutboundDisallowForUserScripts = 0.0.0.0/0
;
; You can also disable the blacklist entirely with an empty entry
;
; OutboundDisallowForUserScripts = ""
; What is reported as the "X-Secondlife-Shard"
; Defaults to the user server url if not set
; The old default is "OpenSim", set here for compatibility
shard = "OpenSim"
; What is reported as the "User-Agent" when using llHTTPRequest
; Defaults to not sent if not set here. See the notes section in the wiki at
; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
; " (Mozilla Compatible)" to the text where there are problems with a web server
;user_agent = "OpenSim LSL (Mozilla Compatible)"
; OpenSim can send multiple simultaneous requests for services such as asset
; retrieval. However, some versions of mono appear to hang when there are too
; many simultaneous requests, default is 30 and is currently applied only to assets
;MaxRequestConcurrency = 30
[AccessControl]
; Viewer-based access control. |-separated list of allowed viewers.
; AllowedClients = ""
; Viewer-based access control. |-separated list of denied viewers.
; No restrictions by default.
; DeniedClients = ""
[ClientStack.LindenUDP]
; Set this to true to process incoming packets asynchronously. Networking is
; already separated from packet handling with a queue, so this will only
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; affect whether networking internals such as packet decoding and
; acknowledgement accounting are done synchronously or asynchronously
; Default is true.
;
;async_packet_handling = true
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; The client socket receive buffer size determines how many
; incoming requests we can process; the default on .NET is 8192
; which is about 2 4k-sized UDP datagrams. On mono this is
; whatever the underlying operating system has as default; for
; example, ubuntu 8.04 or SLES11 have about 111k, which is about
; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
; do "sysctl net.core.rmem_default" to find out what your system
; uses a default socket receive buffer size.
;
; client_socket_rcvbuf_size allows you to specify the receive
; buffer size LLUDPServer should use. NOTE: this will be limited
; by the system's settings for the maximum client receive buffer
; size (on linux systems you can set that with "sysctl -w
; net.core.rmem_max=X")
;
;client_socket_rcvbuf_size = 8388608
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; Maximum outbound bytes per second for a single scene. This can be used to
; throttle total outbound UDP traffic for a simulator. The default value is
; 0, meaning no throttling at the scene level. The example given here is
; 20 megabits
;
;scene_throttle_max_bps = 2500000
; Maximum bytes per second to send to any single client. This will override
; the user's viewer preference settings. The default value is 0, meaning no
; aggregate throttling on clients (only per-category throttling). The
; example given here is 1.5 megabits
;
;client_throttle_max_bps = 187500
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; Minimum bytes per second to send to any single client as a result of
; adaptive throttling. Viewer preferences set to a lower number will
; override the settin. The example given here ensures that adaptive
; throttling will never decrease per client bandwidth below 256 kbps.
;
;adaptive_throttle_min_bps = 32000
; Adaptive throttling attempts to limit network overload when multiple
; clients login by starting each connection more slowly. Disabled by
; default
;
enable_adaptive_throttles = true
; Per-client bytes per second rates for the various throttle categories.
; These are default values that will be overridden by clients. These
; defaults are approximately equivalent to the throttles set by the Imprudence
; viewer when maximum bandwidth is set to 350kbps
;resend_default = 6625
;land_default = 9125
;wind_default = 1750
;cloud_default = 1750
;task_default = 18500
;texture_default = 18500
;asset_default = 10500
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; Configures how ObjectUpdates are aggregated. These numbers
; do not literally mean how many updates will be put in each
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; packet that goes over the wire, as packets are
; automatically split on a 1400 byte boundary. These control
; the balance between responsiveness of interest list updates
; and total throughput. Higher numbers will ensure more full-
; sized packets and faster sending of data, but more delay in
; updating interest lists
;
;PrimUpdatesPerCallback = 100
; TextureSendLimit determines how many packets will be put on
; the outgoing queue each cycle. Like the settings above, this
; is a balance between responsiveness to priority updates and
; total throughput. Higher numbers will give a better
; throughput at the cost of reduced responsiveness to client
; priority changes or transfer aborts
;
;TextureSendLimit = 20
; CannibalizeTextureRate allows bandwidth to be moved from the
; UDP texture throttle to the task throttle. Since most viewers
; use HTTP textures, this provides a means of using what is largely
; unused bandwidth in the total throttle. The value is the proportion
; of the texture rate to move to the task queue. It must be between
; 0.0 (none of the bandwidth is cannibalized) and 0.9 (90% of the
; bandwidth is grabbed)
;
; CannibalizeTextureRate = 0.5
; Quash and remove any light properties from attachments not on the
; hands. This allows flashlights and lanterns to function, but kills
; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
; will also be affected.
;
;DisableFacelights = false
; The time to wait before disconecting an unresponsive client.
; The time is in seconds. The default is one minute
;
;AckTimeout = 60
; The time to wait before disconecting an unresponsive paused client.
; A client can be paused when the file selection dialog is open during file upload.
; This gives extra time to find files via the dialog but will still disconnect if
; the client crashes or loses its network connection
; The time is in seconds. The default is five minutes.
;
;PausedAckTimeout = 300
[ClientStack.LindenCaps]
;; Long list of capabilities taken from
;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities
;; Not all are supported by OpenSim. The ones supported are
;; set to localhost. These defaults can be overwritten
;; in OpenSim.ini
;;
Cap_AttachmentResources = ""
Cap_ChatSessionRequest = ""
Cap_CopyInventoryFromNotecard = "localhost"
Cap_DispatchRegionInfo = ""
Cap_EstateChangeInfo = ""
Cap_EnvironmentSettings = "localhost"
Cap_EventQueueGet = "localhost"
Cap_FetchInventory = ""
Cap_ObjectMedia = "localhost"
Cap_ObjectMediaNavigate = "localhost"
Cap_FetchLib = ""
Cap_FetchLibDescendents = ""
Cap_GetDisplayNames = "localhost"
Cap_GetTexture = "localhost"
Cap_GetMesh = "localhost"
Cap_GetObjectCost = ""
Cap_GetObjectPhysicsData = ""
Cap_GroupProposalBallot = ""
Cap_HomeLocation = ""
Cap_LandResources = ""
Cap_MapLayer = "localhost"
Cap_MapLayerGod = "localhost"
Cap_NewFileAgentInventory = "localhost"
Cap_NewFileAgentInventoryVariablePrice = "localhost"
Cap_ObjectAdd = "localhost"
Cap_ParcelPropertiesUpdate = "localhost"
Cap_ParcelMediaURLFilterList = ""
Cap_ParcelNavigateMedia = ""
Cap_ParcelVoiceInfoRequest = ""
Cap_ProductInfoRequest = ""
Cap_ProvisionVoiceAccountRequest = ""
Cap_RemoteParcelRequest = "localhost"
Cap_RequestTextureDownload = ""
Cap_SearchStatRequest = ""
Cap_SearchStatTracking = ""
Cap_SendPostcard = ""
Cap_SendUserReport = ""
Cap_SendUserReportWithScreenshot = ""
Cap_ServerReleaseNotes = ""
Cap_SimConsole = ""
Cap_SimulatorFeatures = ""
Cap_SetDisplayName = ""
Cap_StartGroupProposal = ""
Cap_TextureStats = ""
Cap_UntrustedSimulatorMessage = ""
Cap_UpdateAgentInformation = ""
Cap_UpdateAgentLanguage = ""
Cap_UpdateGestureAgentInventory = ""
Cap_UpdateNotecardAgentInventory = "localhost"
Cap_UpdateScriptAgent = "localhost"
Cap_UpdateGestureTaskInventory = ""
Cap_UpdateNotecardTaskInventory = "localhost"
Cap_UpdateScriptTask = "localhost"
Cap_UploadBakedTexture = "localhost"
Cap_UploadObjectAsset = "localhost"
Cap_ViewerStartAuction = ""
Cap_ViewerStats = ""
; Capabilities for fetching inventory over HTTP rather than UDP
; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above)
; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled
Cap_WebFetchInventoryDescendents = ""
Cap_FetchInventoryDescendents2 = "localhost"
Cap_FetchInventory2 = "localhost"
; Capability for searching for people
Cap_AvatarPickerSearch = "localhost"
[Chat]
; Controls whether the chat module is enabled. Default is true.
enabled = true;
; Distance in meters that whispers should travel. Default is 10m
whisper_distance = 10
; Distance in meters that ordinary chat should travel. Default is 20m
say_distance = 20
; Distance in meters that shouts should travel. Default is 100m
shout_distance = 100
[EntityTransfer]
; The maximum protocol version that we will use for outgoing transfers
; Valid values are
; "SIMULATION/0.3"
; - This is the default, and it supports teleports to variable-sized regions
; - Older versions can teleport to this one, but only if the destination region
; is 256x256
; "SIMULATION/0.2"
; - A source simulator which only implements "SIMULATION/0.1" can still teleport with that protocol
; - this protocol is more efficient than "SIMULATION/0.1"
; "SIMULATION/0.1"
; - this is an older teleport protocol used in OpenSimulator 0.7.5 and before.
MaxOutgoingTransferVersion = "SIMULATION/0.3"
; The maximum distance in regions that an agent is allowed to teleport
; along the x or y axis. This is set to 65535 because current viewers
; can't handle teleports that are greater than this distance
; Setting to 0 will allow teleports of any distance
;
max_distance = 65535
; Allow avatars to cross into and out of the region.
AllowAvatarCrossing = true
; Minimum user level required for HyperGrid teleports
LevelHGTeleport = 0
; Determine whether the cancel button is shown at all during teleports.
; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
DisableInterRegionTeleportCancellation = false
[Messaging]
; Control which region module is used for instant messaging.
; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
InstantMessageModule = InstantMessageModule
; MessageTransferModule = MessageTransferModule
; OfflineMessageModule = OfflineMessageModule
; OfflineMessageURL = http://yourserver/Offline.php
; MuteListModule = MuteListModule
; MuteListURL = http://yourserver/Mute.php
; Control whether group messages are forwarded to offline users. Default is true.
; ForwardOfflineGroupMessages = true
[Inventory]
; Control whether multiple objects sent to inventory should be coaleseced into a single item
; There are still some issues with coalescence, including the fact that rotation is not restored
; and some assets may be missing from archive files.
CoalesceMultipleObjectsToInventory = true
[Appearance]
; Persist avatar baked textures
; Persisting baked textures can speed up login and region border
; crossings especially with large numbers of users, though it
; will store potentially large numbers of textures in your asset
; database
PersistBakedTextures = false
; Control the delay before appearance is sent to other avatars and
; saved in the avatar service. Attempts to limit the impact caused
; by the very chatty dialog that sets appearance when an avatar
; logs in or teleports into a region; values are in seconds
DelayBeforeAppearanceSave = 5
DelayBeforeAppearanceSend = 2
; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
; This may help with some situations where avatars are persistently grey, though it will not help
; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
ResendAppearanceUpdates = false
; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar
; on every login
ReuseTextures = false
[Attachments]
; Controls whether avatar attachments are enabled.
; Defaults to true - only set to false for debugging purposes
Enabled = true
; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments
; Experimental setting to control CPU spiking when avatars with many attachments login/change outfit
; or when multiple avatars with medium level attachments login/change outfit simultaneously.
; If 0 then no throttling is performed.
ThrottlePer100PrimsRezzed = 0;
[Mesh]
; enable / disable Collada mesh support
; default is true
AllowMeshUpload = true
; if you use Meshmerizer and want collisions for meshies, setting this to true
; will cause OpenSim to attempt to decode meshies assets, extract the physics
; mesh, and use it for collisions.
UseMeshiesPhysicsMesh = true
; Minimum user level required to upload meshes
;LevelUpload = 0
[Textures]
; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible
; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components
; (e.g. images pulled from an external HTTP address).
; Reusing previously generated textures results in a much faster update on the viewer but may cause issues if the viewer didn't receive all resolutions of the texture.
; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted.
; Hence, currently considered experimental.
; Default is false.
ReuseDynamicTextures = false
; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused
; This is to workaround an apparent LL 3.3.4 and earlier viewer bug where such textures are not redisplayed properly when pulled from the viewer cache.
; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem.
; This setting only has an affect is ReuseDynamicTextures = true
; Default is false
ReuseDynamicLowDataTextures = false
[ODEPhysicsSettings]
; ##
; ## Physics stats settings
;
; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule
; (see http://opensimulator.org/wiki/Monitoring_Module for more details).
collect_stats = false
; ##
; ## Physics logging settings - logfiles are saved to *.DIF files
; ##
; default is false
;physics_logging = true
;; every n simulation iterations, the physics snapshot file is updated
;physics_logging_interval = 50
;; append to existing physics logfile, or overwrite existing logfiles?
;physics_logging_append_existing_logfile = true
;##
;## World Settings
;##
;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
world_gravityx = 0
world_gravityy = 0
world_gravityz = -9.8
; Terminal velocity of a falling avatar
; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
; Max value is 255, min value is 0
avatar_terminal_velocity = 54
; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
world_stepsize = 0.0178
world_internal_steps_without_collisions = 10
;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
world_hashspace_size_low = -4
world_hashSpace_size_high = 128
;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
meters_in_small_space = 29.9
small_hashspace_size_low = -4
small_hashspace_size_high = 66
; ##
; ## Contact properties. (the stuff that happens when things come in contact with each other)
; ##
; surface layer around geometries other geometries can sink into before generating a contact
world_contact_surface_layer = 0.001
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; Filtering collisions helps keep things stable physics wise, but sometimes
; it can be overzealous. If you notice bouncing, chances are it's that.
filter_collisions = false
; Non Moving Terrain Contact (avatar isn't moving)
nm_terraincontact_friction = 255.0
nm_terraincontact_bounce = 0.1
nm_terraincontact_erp = 0.1025
; Moving Terrain Contact (avatar is moving)
m_terraincontact_friction = 75.0
m_terraincontact_bounce = 0.05
m_terrainContact_erp = 0.05025
; Moving Avatar to object Contact
m_avatarobjectcontact_friction = 75.0
m_avatarobjectcontact_bounce = 0.1
; Object to Object Contact and Non-Moving Avatar to object
objectcontact_friction = 250.0
objectcontact_bounce = 0.2
; ##
; ## Avatar Control
; ##
; PID Controller Settings. These affect the math that causes the avatar to reach the
; desired velocity
; See http://en.wikipedia.org/wiki/PID_controller
av_pid_derivative_linux = 2200.0
av_pid_proportional_linux = 900.0;
av_pid_derivative_win = 2200.0
av_pid_proportional_win = 900.0;
;girth of the avatar. Adds radius to the height also
av_capsule_radius = 0.37
; Max force permissible to use to keep the avatar standing up straight
av_capsule_standup_tensor_win = 550000
av_capsule_standup_tensor_linux = 550000
; specifies if the capsule should be tilted (=true; old compatibility mode)
; or straight up-and-down (=false; better and more consistent physics behavior)
av_capsule_tilted = false
; used to calculate mass of avatar.
; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
; av_density * AVvolume;
av_density = 80
; use this value to cut 52% of the height the sim gives us
2011-11-25 22:19:57 +00:00
; Currently unused
; av_height_fudge_factor = 0.52
; Movement. Smaller is faster.
; speed of movement with Always Run off
av_movement_divisor_walk = 1.3
; speed of movement with Always Run on
av_movement_divisor_run = 0.8
; When the avatar flies, it will be moved up by this amount off the ground (in meters)
minimum_ground_flight_offset = 3.0
; Plant avatar. This reduces the effect of physical contacts with the avatar.
; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive.
; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active
; will lock the avatar in place
av_planted = false
; No Avatar Avatar Collissions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment
av_av_collisions_off = false
; ##
; ## Object options
; ##
; used in the mass calculation.
geometry_default_density = 10.000006836
; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
body_frames_auto_disable = 20
; used to control llMove2Target
body_pid_derivative = 35
body_pid_gain = 25
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; maximum number of contact points to generate per collision
contacts_per_collision = 80
; amount of time a geom/body will try to cross a region border before it gets disabled
geom_crossing_failures_before_outofbounds = 5
; start throttling the object updates if object comes in contact with 3 or more other objects
geom_contactpoints_start_throttling = 3
; send 1 update for every x updates below when throttled
geom_updates_before_throttled_update = 15
; Used for llSetStatus. How rigid the object rotation is held on the axis specified
body_motor_joint_maxforce_tensor_linux = 5
body_motor_joint_maxforce_tensor_win = 5
; Maximum mass an object can be before it is clamped
maximum_mass_object = 10000.01
; ##
; ## Sculpted Prim settings
; ##
; Do we want to mesh sculpted prim to collide like they look?
mesh_sculpted_prim = true
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
mesh_lod = 32
; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
mesh_physical_lod = 16
; ##
; ## Joint support
; ##
; If you would like physics joints to be enabled through a special naming
; convention in the client, set this to true.
; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
; Default is false
;use_NINJA_physics_joints = true
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; ##
; ## additional meshing options
; ##
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; Physical collision mesh proxies are normally created for complex prim shapes,
; and collisions for simple boxes and spheres are computed algorithmically.
; If you would rather have mesh proxies for simple prims, you can set this to
; true. Note that this will increase memory usage and region startup time.
; Default is false.
;force_simple_prim_meshing = true
[BulletSim]
; All the BulletSim parameters can be displayed with the console command
; "physics get all" and all are defined in the source file
; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
; There are two bullet physics libraries, bulletunmanaged is the default and is a
; native c++ dll bulletxna is a managed C# dll. They have comparible functionality
; but the c++ one is much faster.
BulletEngine = "bulletunmanaged"
; BulletEngine = "bulletxna"
; BulletSim can run on its own thread independent of the simulator's heartbeat
; thread. Enabling this will not let the physics engine slow down avatar movement, etc.
UseSeparatePhysicsThread = false
; Terrain implementation can use either Bullet's heightField or BulletSim can build
; a mesh. 0=heightField, 1=mesh
TerrainImplementation = 0
; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
; magnifications use lots of memory.
TerrainMeshMagnification = 2
; Should avatars collide with each other?
AvatarToAvatarCollisionsByDefault = true
; Avatar physics height adjustments.
; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
AvatarHeightLowFudge = 0 ; Adjustment at low end of height range
AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range
AvatarHeightHighFudge = 0 ; Adjustment at high end of height range
; Avatar walk-up-stairs parameters
; If an avatar collides with an object 'close to its feet', the avatar will be
; moved/pushed up do simulate stepping up.
;AvatarStepHeight = 0.6f ; The height, below which is considered a step collision.
;AvatarStepAngle = 0.3f ; The angle from vertical (in radians) to consider a surface a step
;AvatarStepApproachFactor = 2f ; Approach angle factor. O=straight on, .6=~45 degrees.
;AvatarStepGroundFudge = 0.1f ; Fudge added to bottom of avatar below which step collisions happen
;AvatarStepForceFactor = 0f ; Avatar is pushed up by its mass times this factor
;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor
;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied
; Terminal velocity of a falling avatar
; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
; negative for a downward speed.
AvatarTerminalVelocity = -54
; Default linkset implmentation
; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
; builds a compound shape from the children shapes to create a single physical
; shape. 'Compound' uses a lot less CPU time.
LinkImplementation = 1 ; 0=constraint, 1=compound
; If 'true', offset a linkset's origin based on mass of linkset parts.
LinksetOffsetCenterOfMass = false
; If 'true', turn scuplties into meshes
MeshSculptedPrim = true
; If 'true', force simple prims (box and sphere) to be meshed
; If 'false', the Bullet native special case shape is used for square rectangles
; and even dimensioned spheres.
ForceSimplePrimMeshing = false
; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
; Happens often in sculpties. If turned off, there will be some doorways
; that cannot be walked through.
ShouldRemoveZeroWidthTriangles = true
; If 'true', use convex hull definition in mesh asset if present.
ShouldUseAssetHulls = true
; If there are thousands of physical objects, these maximums should be increased.
MaxCollisionsPerFrame = 2048
MaxUpdatesPerFrame = 8192
; Detailed physics debug logging. Very verbose.
PhysicsLoggingEnabled = False
PhysicsLoggingDir = "."
VehicleLoggingEnabled = False
[RemoteAdmin]
enabled = false
; Set this to a nonzero value to have remote admin use a different port
port = 0
; Set this to the ip address that you want the admin server to bind to
bind_ip_address = "0.0.0.0"
; This password is required to make any XMLRPC call (should be set as the "password" parameter)
access_password = unknown
; List the IP addresses allowed to call RemoteAdmin
; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
; access_ip_addresses =
; set this variable to true if you want the create_region XmlRpc
; call to unconditionally enable voice on all parcels for a newly
; created region [default: false]
create_region_enable_voice = false
; set this variable to false if you want the create_region XmlRpc
; call to create all regions as private per default (can be
; overridden in the XmlRpc call) [default: true]
create_region_public = false
; the create_region XmlRpc call uses region_file_template to generate
; the file name of newly create regions (if they are created
; persistent). the parameter available are:
; {0} - X location
; {1} - Y location
; {2} - region UUID
; {3} - region port
; {4} - region name with " ", ":", "/" mapped to "_"
region_file_template = "{0}x{1}-{2}.ini"
; we can limit the number of regions that XmlRpcCreateRegion will
; allow by setting this to a positive, non-0 number: as long as the
; number of regions is below region_limits, XmlRpcCreateRegion will
; succeed. setting region_limit to 0 disables the check.
; default is 0
;region_limit = 0
; enable only those methods you deem to be appropriate using a | delimited whitelist
2009-08-14 08:16:41 +00:00
; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
; if this parameter is not specified but enabled = true, all methods will be available
enabled_methods = all
2009-08-14 08:16:41 +00:00
; specify the default appearance for an avatar created through the remote admin interface
; This will only take effect is the file specified by the default_appearance setting below exists
;default_male = Default Male
;default_female = Default Female
; update appearance copies inventory items and wearables of default avatars. if this value is false
; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
; subfolders are copied. the receiver will wear the same items the default avatar did wear.
;copy_folders = false
; path to default appearance XML file that specifies the look of the default avatars
;default_appearance = default_appearance.xml
; RestPlugins are not currently operational.
;[RestPlugins]
; ; Change this to true to enable REST Plugins. This must be true if you wish to use
; ; REST Region or REST Asset and Inventory Plugins
; enabled = false
; god_key = SECRET
; prefix = /admin
;[RestRegionPlugin]
; ; Change this to true to enable the REST Region Plugin
; enabled = false
;[RestHandler]
; ; Change this to true to enable the REST Asset and Inventory Plugin
; enabled = false
; authenticate = true
; secured = true
; extended-escape = true
; realm = OpenSim REST
; dump-asset = false
; path-fill = true
; dump-line-size = 32
; flush-on-error = true
; IRC bridge is experimental, so if it breaks... keep both parts... yada yada
; also, not good error detection when it fails
[IRC]
enabled = false; you need to set this to true otherwise it won't connect
;server = name.of.irc.server.on.the.net
;; user password - only use this if the server requires one
;password = mypass
;nick = OpenSimBotNameProbablyMakeThisShorter
;channel = #the_irc_channel_you_want_to_connect_to
;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
;port = 6667
;; channel to listen for configuration commands
;commands_enabled = false
;command_channel = 2777
;report_clients = true
;; relay private chat connections
;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
;; relay_private_channel_out -- channel to send messages out to the IRC bridge
;; relay_private_channel_in -- channel to receive message from the IRC bridge
;; relay_chat = false: IRC bridge will not relay normal chat
;; access_password -- simple security device
;;
;; so, to just relay chat from an IRC channel to in-world region and vice versa:
;;
;; relay_private_channels = false
;; relay_chat = true
;;
;; to relay chat only to/from private in-world channels:
;;
;; relay_chat = false
;; relay_private_channels = true
;; relay_private_channel_in = 2226
;; relay_private_channel_out = 2225
;;
;; in this example, all chat coming in from IRC will be send out via
;; in-world channel 2226, and all chat from in-world channel 2225 will
;; be relayed to the IRC channel.
;;
;relay_private_channels = false
;relay_private_channel_in = 2226
;relay_private_channel_out = 2225
;relay_chat = true
;access_password = foobar
;;fallback_region = name of "default" region
;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
;; must start with "PRIVMSG {0} : " or irc server will get upset
;;for <bot>:<user in region> :<message>
;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
;;for <bot>:<message> - <user of region> :
;msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
;;for <bot>:<message> - from <user> :
;;msgformat = "PRIVMSG {0} : {3} - from {1}"
;; exclude_list allows you to stop the IRC connector from announcing the
;;arrival and departure of certain users. For example: admins, bots.
;exclude_list=User 1,User 2,User 3
2010-02-22 04:18:11 +00:00
;;Shows modal alertbox for entering agent on IRC enabled regions
;;
;; Enable Alert, default = false
;alert_show = false
;;
;; Show IRC serverinfo, default = true
;alert_show_serverinfo = true
;;
;alert_msg_pre = "This region is linked to Irc."
;alert_msg_post = "Everything you say in public chat can be listened."
; The following settings control the progression of daytime
; in the Sim. The defaults are the same as the commented out settings
[Sun]
; number of wall clock hours for an opensim day. 24.0 would mean realtime
;day_length = 4
; Year length in days
;year_length = 60
; Day to Night Ratio
;day_night_offset = 0.45
; send a Sun update every update_interval # of frames. A lower number will
; make for smoother sun transition at the cost of network
;update_interval = 100
[Wind]
; Enables the wind module. Default is true
enabled = true
; How often should wind be updated, as a function of world frames. Approximately 50 frames a second
wind_update_rate = 150
; The Default Wind Plugin to load
wind_plugin = SimpleRandomWind
; These settings are specific to the ConfigurableWind plugin
; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
; avg_strength = 5.0
; avg_direction = 0.0
; var_strength = 0.0
; var_direction = 0.0
; rate_change = 1.0
; This setting is specific to the SimpleRandomWind plugin
; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
strength = 1.0
[Cloud]
; Enable this to generate classic particle clouds above the sim.
; default is disabled - turn it on here
enabled = false
; Density of cloud cover 0.0 to 1.0 Defult 0.5
density = 0.5
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; update interval for the cloud cover data returned by llCloud().
; default is 1000
cloud_update_rate = 1000
2010-03-31 03:22:51 +00:00
[LightShare]
2010-03-31 03:22:51 +00:00
; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
; It has no ill effect on viewers which do not support server-side windlight settings.
enable_windlight = false
[Trees]
; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
; default is false
active_trees = false
; Density of tree population
tree_density = 1000.0
[VectorRender]
; the font to use for rendering text (default: Arial)
; font_name = "Arial"
[LL-Functions]
; Set the following to true to allow administrator owned scripts to execute console commands
; currently unused
; AllowosConsoleCommand=false
; Are god functions such as llSetObjectPermMask() allowed? If true then gods and only gods have access to these functions.
; If false then gods cannot execute these functions either.
AllowGodFunctions = false
; Restrict the email address used by llEmail to the address associated with the avatars user account?
; If true then llEmail will only send email to the address in the user account of the avatar who owns the object containing the script.
; If false then email may be sent to any valid email address.
RestrictEmail = false
; Maximum number of llListen events we allow over the entire region.
; Set this to 0 to have no limit imposed
max_listens_per_region = 1000
; Maximum number of llListen events we allow per script
; Set this to 0 to have no limit imposed.
max_listens_per_script = 64
; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
max_external_urls_per_simulator = 100
; Use size boxes instead of meshed prims, sculpts and mesh when calculating bounding boxes.
; Speeds up calculations but can make them inaccurate, in some cases very inaccurate.
UseSimpleBoxesInGetBoundingBox = false
; Add a third vector with stats when returning results from llGetBoundingBox.
; Lists objects (groups), prims/meshes/avatars (parts) and vertices rendered.
AddStatsInGetBoundingBox = false
; Avatar bounding box, lower X value, constant part, when standing
LowerAvatarBoundingBoxStandingXconst = -0.275
; Avatar bounding box, upper X value, constant part, when standing
UpperAvatarBoundingBoxStandingXconst = 0.275
; Avatar bounding box, lower Y value, constant part, when standing
LowerAvatarBoundingBoxStandingYconst = -0.35
; Avatar bounding box, upper Y value, constant part, when standing
UpperAvatarBoundingBoxStandingYconst = 0.35
; Avatar bounding box, lower Z value, constant part, when standing
LowerAvatarBoundingBoxStandingZconst = -0.1
; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when standing
LowerAvatarBoundingBoxStandingZcoeff = -0.5
; Avatar bounding box, upper Z value, constant part, when standing
UpperAvatarBoundingBoxStandingZconst = 0.1
; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when standing
UpperAvatarBoundingBoxStandingZcoeff = 0.5
; Avatar bounding box, lower X value, constant part, when groundsitting
LowerAvatarBoundingBoxGroundsittingXconst = -0.3875
; Avatar bounding box, upper X value, constant part, when groundsitting
UpperAvatarBoundingBoxGroundsittingXconst = 0.3875
; Avatar bounding box, lower Y value, constant part, when groundsitting
LowerAvatarBoundingBoxGroundsittingYconst = -0.5
; Avatar bounding box, upper Y value, constant part, when groundsitting
UpperAvatarBoundingBoxGroundsittingYconst = 0.5
; Avatar bounding box, lower Z value, constant part, when groundsitting
LowerAvatarBoundingBoxGroundsittingZconst = -0.05
; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when groundsitting
LowerAvatarBoundingBoxGroundsittingZcoeff = -0.375
; Avatar bounding box, upper Z value, constant part, when groundsitting
UpperAvatarBoundingBoxGroundsittingZconst = 0.5
; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when groundsitting
UpperAvatarBoundingBoxGroundsittingZcoeff = 0.0
; Avatar bounding box, lower X value, constant part, when sitting
LowerAvatarBoundingBoxSittingXconst = -0.5875
; Avatar bounding box, upper X value, constant part, when sitting
UpperAvatarBoundingBoxSittingXconst = 0.1875
; Avatar bounding box, lower Y value, constant part, when sitting
LowerAvatarBoundingBoxSittingYconst = -0.35
; Avatar bounding box, upper Y value, constant part, when sitting
UpperAvatarBoundingBoxSittingYconst = 0.35
; Avatar bounding box, lower Z value, constant part, when sitting
LowerAvatarBoundingBoxSittingZconst = -0.35
; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when sitting
LowerAvatarBoundingBoxSittingZcoeff = -0.375
; Avatar bounding box, upper Z value, constant part, when sitting
UpperAvatarBoundingBoxSittingZconst = -0.25
; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when sitting
UpperAvatarBoundingBoxSittingZcoeff = 0.25
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; Safety coefficient for max bounding box from prim size box X coordinate
; Worst case is twisted and sheared box, 1+sqrt(2)
PrimBoundingBoxSafetyCoefficientX = 2.414214
; Safety coefficient for max bounding box from prim size box Y coordinate
; Worst case is twisted and sheared box, 1+sqrt(2)
PrimBoundingBoxSafetyCoefficientY = 2.414214
; Safety coefficient for max bounding box from prim size box Z coordinate
; Worst case is twisted tube, 0.5+sqrt(1.25)
PrimBoundingBoxSafetyCoefficientZ = 1.618034
; Use llCastRay V3 if true.
; Implements llCastRay similar but not identical to Second Life.
; See http://wiki.secondlife.com/wiki/LlCastRay .
; NEW
; Meshes prims for good accuracy in ray hit detection,
; handling basic and tortured prims, sculpts and meshes.
; Uses ellipsoid, correctly sized avatar capsules.
; Handles complex terrain, multi-prim objects and seated avatars.
; Implements throttling and the status codes
; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED,
; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW.
; WARNING
; Can be faster on some servers and scenes, but slower on others,
; compared to previous version of llCastRay in OpenSimulator.
; Is in most cases considerably slower than llCastRay in Second Life.
; Generates geometry meshes and can therefore use much system resources.
UseLlCastRayV3 = false
; Accepted calculation precision error in calculations in llCastRay V3
FloatToleranceInLlCastRay = 0.00001
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; Accepted distance difference between duplicate hits in llCastRay V3
FloatTolerance2InLlCastRay = 0.001
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; Detail level when rendering prims in llCastRay V3
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
PrimDetailLevelInLlCastRay = 1
; Detail level when rendering sculpts in llCastRay V3
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
SculptDetailLevelInLlCastRay = 1
; Detail level when rendering meshes in llCastRay V3
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
MeshDetailLevelInLlCastRay = 3
; Detail level when rendering avatar capsules in llCastRay V3
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
AvatarDetailLevelInLlCastRay = 1
; Maximum number of returned hits from llCastRay V3
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MaxHitsInLlCastRay = 16
; Maximum number of returned hits per prim from llCastRay V3
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MaxHitsPerPrimInLlCastRay = 16
; Maximum number of returned hits per object from llCastRay V3
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MaxHitsPerObjectInLlCastRay = 16
; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true
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DetectExitHitsInLlCastRay = false
; Filter on parts instead of groups in llCastRay V3 if true
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FilterPartsInLlCastRay = false
; Detect attachments in llCastRay V3 if true
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DoAttachmentsInLlCastRay = false
; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3
; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this
ThrottleTimeInMsInLlCastRay = 200
; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3
AvailableTimeInMsPerRegionInLlCastRay = 40
; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3
AvailableTimeInMsPerAvatarInLlCastRay = 10
; Required available time in ms left to perform a new llCastRay in llCastRay V3
RequiredAvailableTimeInMsInLlCastRay = 2
; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions
MaximumAvailableTimeInMsInLlCastRay = 40
; Use cached meshes in llCastRay V3 if true
; Improves performance but uses more memory
UseMeshCacheInLlCastRay = true
[DataSnapshot]
; The following set of configs pertains to search.
; Set index_sims to true to enable search engines to index your searchable data
; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
; default is false
index_sims = false
; The variable data_exposure controls what the regions expose:
; minimum: exposes only things explicitly marked for search
; all: exposes everything
data_exposure = minimum
; If search is on, change this to your grid name; will be ignored for standalones
gridname = "OSGrid"
; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
; Later, you may want to increase this to 3600 (1 hour) or more
default_snapshot_period = 1200
; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
snapshot_cache_directory = "DataSnapshot"
; Uncomment if you want to index your data with this and/or other search providers. One entry per
; data service
;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
[Economy]
; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
; There is no intention to implement anything further in core OpenSimulator.
; This functionality has to be provided by third party modules.
;; Enables selling things for $0. Default is true.
SellEnabled = true
;; Money Unit fee to upload textures, animations etc. Default is 0.
PriceUpload = 0
;; Money Unit fee to create groups. Default is 0.
PriceGroupCreate = 0
; We don't really know what the rest of these values do. These get sent to the client
; These taken from Agni at a Public Telehub. Change at your own risk.
ObjectCount = 0
PriceEnergyUnit = 100
PriceObjectClaim = 10
PricePublicObjectDecay = 4
PricePublicObjectDelete = 4
PriceParcelClaim = 1
PriceParcelClaimFactor = 1
PriceRentLight = 5
TeleportMinPrice = 2
TeleportPriceExponent = 2
EnergyEfficiency = 1
PriceObjectRent = 1
PriceObjectScaleFactor = 10
PriceParcelRent = 1
[XEngine]
; Enable this engine in this OpenSim instance
Enabled = true
; How many threads to keep alive even if nothing is happening
MinThreads = 2
; How many threads to start at maximum load
MaxThreads = 100
; Time a thread must be idle (in seconds) before it dies
IdleTimeout = 60
; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
Priority = "BelowNormal"
; Maximum number of events to queue for a script (excluding timers)
MaxScriptEventQueue = 300
; Stack size per thread created
ThreadStackSize = 262144
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; Set this to true (the default) to load each script into a separate
; AppDomain. Setting this to false will load all script assemblies into the
; current AppDomain, which will reduce the per-script overhead at the
; expense of reduced security and the inability to garbage collect the
; script assemblies
AppDomainLoading = true
; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
; by scripts have changed.
; DeleteScriptsOnStartup = false
; Controls whether scripts are stopped by aborting their threads externally (abort)
; or by co-operative checks inserted by OpenSimulator into compiled script (co-op).
; co-op will be more stable as aborting threads can cause instability.
; abort was the default option in OpenSimulator 0.8 and before.
; If this setting is changed between co-op and abort, then existing scripts will automatically be recompiled if necessary.
; However, the setting change will not take affect until the next time you restart the simulator.
; Setting changes will not affect state information stored for scripts.
ScriptStopStrategy = co-op
; Rate to poll for asynchronous command replies (ms)
; currently unused
;AsyncLLCommandLoopms = 50
; Save the source of all compiled scripts
WriteScriptSourceToDebugFile = false
; Default language for scripts
DefaultCompileLanguage = lsl
; List of allowed languages (lsl,vb,cs)
; AllowedCompilers=lsl,cs,vb
; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
AllowedCompilers=lsl
; Compile debug info (line numbers) into the script assemblies
CompileWithDebugInformation = true
; Allow the user of mod* functions. This allows a script to pass messages
; to a region module via the modSendCommand() function
; Default is false
AllowMODFunctions = false
; Allow the use of os* functions (some are dangerous)
AllowOSFunctions = false
; Allow the user of LightShare functions
AllowLightShareFunctions = false
; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
OSFunctionThreatLevel = VeryLow
; OS Functions enable/disable
; For each function, you can add one line, as shown
; The default for all functions allows them if below threat level
; true allows the use of the function unconditionally
; Allow_osSetRegionWaterHeight = true
; false disables the function completely
; Allow_osSetRegionWaterHeight = false
; Comma separated list of UUIDS allows the function for that list of UUIDS
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel
; - PARCEL_OWNER: allow if the objectowner is parcelowner
; - ESTATE_MANAGER: allow if the object owner is a estate manager
; - ESTATE_OWNER: allow if objectowner is estateowner
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
; You can also use script creators as the uuid
; Creators_osSetRegionWaterHeight = <uuid>, ...
; If both Allow_ and Creators_ are given, effective permissions
; are the union of the two.
; Interval (s) between background save of script states
SaveInterval = 120
; Interval (s) between maintenance runs (0 = disable)
MaintenanceInterval = 10
; Time a script can spend in an event handler before it is interrupted
EventLimit = 30
; If a script overruns it's event limit, kill the script?
KillTimedOutScripts = false
; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested
; before aborting the thread (such as when an object containing scripts is taken into inventory).
WaitForEventCompletionOnScriptStop = 1000;
; Sets the multiplier for the scripting delays
ScriptDelayFactor = 1.0
; The factor the 10 m distances llimits are multiplied by
ScriptDistanceLimitFactor = 1.0
; Maximum length of notecard line read
; Increasing this to large values potentially opens
; up the system to malicious scripters
; NotecardLineReadCharsMax = 255
; Minimum settable timer interval. Any timer setting less than this is
; rounded up to this minimum interval.
; MinTimerInterval = 0.5
; Sensor settings
SensorMaxRange = 96.0
SensorMaxResults = 16
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; Allow for llCreateLink and llBreakLink to work without asking for permission
; only enable this in a trusted environment otherwise you may be subject to hijacking
; AutomaticLinkPermission = false
; Disable underground movement of prims (default true); set to
; false to allow script controlled underground positioning of
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; prims
; DisableUndergroundMovement = true
;; Path to script assemblies
; ScriptEnginesPath = "ScriptEngines"
[Concierge]
; Enable concierge module
; Default is false
enabled = false
; name of the concierge
whoami = "jeeves"
; password for updating the welcome message templates via XmlRpc
password = SECRET
; regex specifying for which regions concierge service is desired; if
; empty, then for all
regions = "^MeetingSpace-"
; for each region that matches the regions regexp you can provide
; (optionally) a welcome template using format substitution:
; {0} is replaced with the name of the avatar entering the region
; {1} is replaced with the name of the region
; {2} is replaced with the name of the concierge (whoami variable above)
welcomes = /path/to/welcome/template/directory
; Concierge can send attendee lists to an event broker whenever an
; avatar enters or leaves a concierged region. the URL is subject
; to format substitution:
; {0} is replaced with the region's name
; {1} is replaced with the region's UUID
broker = "http://broker.place.com/{1}"
[MRM]
; Enables the Mini Region Modules Script Engine.
; default is false
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Enabled = false
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; Runs MRM in a Security Sandbox
; WARNING: DISABLING IS A SECURITY RISK.
Sandboxed = true
; The level sandbox to use, adjust at your OWN RISK.
; Valid values are:
; * FullTrust
; * SkipVerification
; * Execution
; * Nothing
; * LocalIntranet
; * Internet
; * Everything
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SandboxLevel = "Internet"
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; Only allow Region Owners to run MRMs
; May represent a security risk if you disable this.
OwnerOnly = true
[Hypergrid]
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; Keep it false for now. Making it true requires the use of a special client in order to access inventory
safemode = false
[VivoxVoice]
; The VivoxVoice module will allow you to provide voice on your
; region(s). It uses the same voice technology as the LL grid and
; works with recent LL clients (we have tested 1.22.9.110075, so
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; anything later ought to be fine as well).
;
; For this to work you need to obtain an admin account from Vivox
; that allows you to create voice accounts and region channels.
enabled = false
; vivox voice server
vivox_server = www.foobar.vivox.com
; vivox SIP URI
vivox_sip_uri = foobar.vivox.com
; vivox admin user name
vivox_admin_user = DeepThroat
; vivox admin password
vivox_admin_password = VoiceG4te
; channel type: "channel" or "positional"
; - positional: spatial sound (default)
; - channel: normal "conference call", no spatial sound
;vivox_channel_type = positional
; channel characteristics (unless you know what you are doing, i'd
; leave them as they are --- now you WILL muck around with them,
; huh? sigh)
; channel distance model:
; 0 - no attenuation
; 1 - inverse distance attenuation
; 2 - linear attenuation (default)
; 3 - exponential attenuation
;vivox_channel_distance_model = 2
; channel mode:
; - "open" (default)
; - "lecture"
; - "presentation"
; - "auditorium"
;vivox_channel_mode = "open"
; channel roll off: rate of attenuation
; - a value between 1.0 and 4.0, default is 2.0
;vivox_channel_roll_off = 2.0
; channel max range: distance at which channel is silent
; - a value between 0 and 160, default is 80
;vivox_channel_max_range = 80
; channel clamping distance: distance before attenuation applies
; - a value between 0 and 160, default is 10
;vivox_channel_clamping_distance = 10
[Groups]
Enabled = false
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; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really
; apply to the Flotsam/SimianGrid GroupsModule
Module = Default
; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
; or from the SimianGrid project at http://code.google.com/p/openmetaverse
;Module = GroupsModule
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; Enable Group Notices
;NoticesEnabled = true
; This makes the Group module very chatty on the console.
DebugEnabled = false
; This makes the Groups Messaging module very chatty on the console.
DebugMessagingEnabled = false
; Groups data is cached for this number of seconds before another request is made to the groups service
; Set to 0 to disable the cache.
; Default is 30 seconds
GroupsCacheTimeout = 30
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; Specify which messaging module to use for groups messaging and if it's enabled
MessagingModule = GroupsMessagingModule
;MessagingEnabled = true
; Experimental option to only message cached online users rather than all users
; Should make large group with few online members messaging faster, as the expense of more calls to ROBUST presence service
; (Flotsam groups only; in V2 this is always on)
MessageOnlineUsersOnly = false
; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
; SimianGrid Service for Groups
;ServicesConnectorModule = SimianGroupsServicesConnector
;GroupsServerURI = http://mygridserver.com:82/Grid/
; Flotsam XmlRpc Service for Groups
;ServicesConnectorModule = XmlRpcGroupsServicesConnector
;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php
; XmlRpc Security settings. These must match those set on your backend groups service if the service is using these keys
;XmlRpcServiceReadKey = 1234
;XmlRpcServiceWriteKey = 1234
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; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
; this is a work around fora problem discovered on some Windows based region servers.
; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
; System.Net.WebException: The request was aborted: The request was canceled.
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; XmlRpcDisableKeepAlive = false
; Minimum user level required to create groups
;LevelGroupCreate = 0
[PacketPool]
;RecyclePackets = true;
;RecycleDataBlocks = true;
; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets.
; This reduces data churn
RecycleBaseUDPPackets = true
[InterestManagement]
; This section controls how state updates are prioritized for each client
; Valid values are BestAvatarResponsiveness, Time, Distance,
; SimpleAngularDistance, and FrontBack
UpdatePrioritizationScheme = BestAvatarResponsiveness
ReprioritizationEnabled = true
ReprioritizationInterval = 2000.0
RootReprioritizationDistance = 10.0
ChildReprioritizationDistance = 20.0
; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in the same region
; Updates will always be sent to the avatar that the update addresses and if av velocity is effectively zero (to prevent drift due to missing updates).
; n > 1 will reduce UDP traffic but will lead to laggier movement observed in other avatars.
RootTerseUpdatePeriod = 0
; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in another region
; n > 1 will reduce UDP traffic but may lead to laggier movement observed in other avatars, though values up to 4 may not generate a noticeable effect.
ChildTerseUpdatePeriod = 0
; Send an update to clients if the difference from the last sent avatar position is greater than this tolerance
RootPositionUpdateTolerance = 0.05
; Send an update to clients if the euclidian difference from the last sent avatar rotation is greater than this tolerance
RootRotationUpdateTolerance = 0.1
; Send an update to clients if the difference from the last sent avatar velocity is greater than this tolerance
RootVelocityUpdateTolerance = 0.001
[Monitoring]
; Enable region monitoring
; If true, this will print out an error if more than a minute has passed since the last simulator frame
; Also is another source of region statistics provided via the regionstats URL
Enabled = true
[WebStats]
; View region statistics via a web page
; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
; Use a web browser and type in the "Login URI" + "/SStats/"
; For example- http://127.0.0.1:9000/SStats/
; enabled=false
[Statistics]
; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames
; to include in the averaging calculations
NumberOfFrames=10
[MediaOnAPrim]
; Enable media on a prim facilities
Enabled = true;
[NPC]
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;; Enable Non Player Character (NPC) facilities
Enabled = false
[Terrain]
; Values can be "pinhead-island" or "flat"
InitialTerrain = "pinhead-island"
; If 'true' each avatar is only sent terrain patches within their view distance
; This also changes the region terrain loading from 'lawn mower' to ordered around
; the avatar outward.
SendTerrainUpdatesByViewDistance = True
[LandManagement]
; When editing terrain or objects, parcel layer info is updated in the viewer.
; This can be expensive for large regions. If this variable is 'true', only the
; parcel layer data around the area of interest is sent. The parcel layer info
; is sent for 'ParcelLayerViewDistance' around the interest point.
; If 'ParcelLayerViewDistance' is >= 128, the operation for legacy sized regions
; will be what it has always been (send the whole region's parcel layer info).
; Other parcel updates (login, changing parcel ownership, ...) will still send
; whole region.
LimitParcelLayerUpdateDistance = true
ParcelLayerViewDistance = 128
;;
;; If you are using a simian grid frontend you can enable
;; this module to upload tile images for the mapping fn
;;
[SimianGridMaptiles]
Enabled = False
MaptileURL = "http://www.mygrid.com/Grid/"
RefreshTime = 3600
;;
;; JsonStore module provides structured store for scripts
;;
[JsonStore]
Enabled = False
;; Enable direct access to the SOP dynamic attributes
EnableObjectStore = False
MaxStringSpace = 0
;;
;; These are defaults that are overwritten below in [Architecture].
;; These defaults allow OpenSim to work out of the box with
;; zero configuration
;;
[AssetService]
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
AssetLoaderArgs = "assets/AssetSets.xml"
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; Disable this to prevent the default asset set from being inserted into the
; asset store each time the region starts
AssetLoaderEnabled = true
[GridService]
;; default standalone, overridable in StandaloneCommon.ini
StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
[AutoBackupModule]
;; default is module is disabled at the top level
AutoBackupModuleEnabled = false
[Sounds]
;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule}
Module = OpenSim.Region.CoreModules.dll:SoundModule
;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0}
MaxDistance = 100.0
[ServiceThrottle]
;; Default time interval (in ms) for the throttle service thread to wake up
Interval = 5000
[Dwell]
;; This enables the built in basic dwell module
DwellModule = DefaultDwellModule
[Modules]
Include-modules = "addon-modules/*/config/*.ini"