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;; This is the main configuration file for OpenSimulator.
;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
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;; If it's named OpenSim.ini.example then you will need to copy it to
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;; OpenSim.ini first (if that file does not already exist)
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;;
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;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
;; need to set the constants in the [Const] section and pick an architecture
;; in the [Architecture] section at the end of this file. The architecture
;; will require a suitable .ini file in the config-include directory, either
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;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
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;; available .example files.
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;;
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;; The settings in this file are in the form "<key> = <value>". For example,
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;; save_crashes = false in the [Startup] section below.
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;;
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;; All settings are initially commented out and the default value used, as
;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
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;; deleting the initial semicolon (;) and then change the value. This will
;; override the value in OpenSimDefaults.ini
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;;
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;; If you want to find out what configuration OpenSimulator has finished with
;; once all the configuration files are loaded then type "config show" on the
;; region console command line.
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;;
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;;
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;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
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;;
;; All leading white space is ignored, but preserved.
;;
;; Double semicolons denote a text comment
;;
;; ;# denotes a configuration directive description
;; formatted as:
;; {option} {depends on} {question to ask} {choices} default value
;; Any text comments following the declaration, up to the next blank line.
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;; will be copied to the generated file (NOTE: generation is not yet
;; implemented)
;;
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;; A * in the choices list will allow an empty entry.
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;; An empty question will set the default if the dependencies are
;; satisfied.
;;
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;; ; denotes a commented out option.
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;; Any options added to OpenSim.ini.example should be initially commented
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;; out.
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[Const]
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; this section defines constants for grid services
; to simplify other configuration files default settings
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;# {BaseHostname} {} {BaseHostname} {"example.com" "127.0.0.1"} "127.0.0.1"
BaseHostname = "127.0.0.1"
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;# {BaseURL} {} {BaseURL} {"http://${Const|BaseHostname}} "http://${Const|BaseHostname}"
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BaseURL = http://${Const|BaseHostname}
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;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
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PublicPort = "8002"
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;grid default private port 8003, not used in standalone
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;# {PrivatePort} {} {PrivatePort} {8003} "8003"
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; port to access private grid services.
; grids that run all their regions should deny access to this port
; from outside their networks, using firewalls
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PrivatePort = "8003"
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[Startup]
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;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
;; Console prompt
;; Certain special characters can be used to customize the prompt
;; Currently, these are
;; \R - substitute region name
;; \\ - substitute \
; ConsolePrompt = "Region (\R) "
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;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
; ConsoleHistoryFileEnabled = true
;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
;; 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"
;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
;; How many lines of command history should we keep? (default is 100)
; ConsoleHistoryFileLines = 100
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;# {ConsoleHistoryTimeStamp} {} {Time stamp commands in history file} {} false
;; Time stamp commands in history file (default false)
; ConsoleHistoryTimeStamp = false
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;# {save_crashes} {} {Save crashes to disk?} {true false} false
;; Set this to true if you want to log crashes to disk
;; this can be useful when submitting bug reports.
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;; 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.
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; save_crashes = false
;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
;; Directory to save crashes to if above is enabled
;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
; crash_dir = "crashes"
;# {PIDFile} {} {Path to PID file?} {}
;; Place to create a PID file
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; PIDFile = "/tmp/OpenSim.exe.pid"
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;# {RegistryLocation} {} {Addins Registry Location} {}
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; Set path to directory for addin registry if you want addins outside of bin.
; Information about the registered repositories and installed plugins will
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; be stored here. The OpenSim.exe process must have R/W access to the location.
; RegistryLocation = "."
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;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
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; Used by region module addins. You can set this to outside bin, so that addin
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; configurations will survive updates. The OpenSim.exe process must have R/W access
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; to the location.
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; ConfigDirectory = "."
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;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
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;; Determine where OpenSimulator looks for the files which tell it
;; which regions to server
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;; Default is "filesystem"
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; region_info_source = "filesystem"
; region_info_source = "web"
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;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
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;; 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\"
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;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
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;; 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.
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; regionload_webserver_url = "http://example.com/regions.xml"
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;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
;; Allow the simulator to start up if there are no region configuration available
;; from the selected region_info_source.
; allow_regionless = false
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;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
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;; Minimum size for non-physical prims. Affects resizing of existing
;; prims. This can be overridden in the region config file (as
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;; NonPhysicalPrimMin!).
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; NonPhysicalPrimMin = 0.001
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;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
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;; Maximum size for non-physical prims. Affects resizing of existing
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;; prims. This can be overridden in the region config file (as
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;; NonPhysicalPrimMax!).
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; NonPhysicalPrimMax = 256
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;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
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;; Minimum size where a prim can be physical. Affects resizing of
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;; existing prims. This can be overridden in the region config file.
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; PhysicalPrimMin = 0.01
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;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
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;; Maximum size where a prim can be physical. Affects resizing of
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;; existing prims. This can be overridden in the region config file.
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; PhysicalPrimMax = 64
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;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
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;; If a viewer attempts to rez a prim larger than the non-physical or
;; physical prim max, clamp the dimensions to the appropriate maximum
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;; This can be overridden in the region config file.
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; ClampPrimSize = false
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;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
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;; Maximum number of prims allowable in a linkset. Affects creating new
;; linksets. Ignored if less than or equal to zero.
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;; This can be overridden in the region config file.
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; LinksetPrims = 0
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;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
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;; 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
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;; simulator.
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;; For crossings where the regions are on the same simulator the script is
;; always kept running.
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; AllowScriptCrossing = true
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;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
;; 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
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;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
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;; 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
;; 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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;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
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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
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;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
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;; Objects will always be considered for persistance in the next sweep
;; if the first change occurred this number of seconds ago.
; MaximumTimeBeforePersistenceConsidered = 600
;# {physical_prim} {} {Allow prims to be physical?} {true false} true
;; if you would like to allow prims to be physical and move by physics
;; with the physical checkbox in the client set this to true.
; 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.
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;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
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;; 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.
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;; Default is Meshmerizer
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; meshing = Meshmerizer
; meshing = ZeroMesher
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;; select ubODEMeshmerizer only with ubOde physics engine
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; meshing = ubODEMeshmerizer
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;; Choose one of the physics engines below
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;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
;; BulletSim is the default physics engine. It provides the best performance and most functionality.
;; BulletSim supports varregions.
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;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
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;; It continues to provide a workable physics implementation. It does not currently support varregions.
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;; basicphysics effectively does not model physics at all, making all objects phantom.
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;; Default is BulletSim
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; physics = OpenDynamicsEngine
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; physics = BulletSim
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; physics = basicphysics
; physics = POS
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;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
; physics = ubODE
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; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
; edit the line ulimit -s 262144, and change this last value
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;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
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;; Default script engine to use (Xengine if all commented)
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; DefaultScriptEngine = "XEngine"
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;; ***DANGER***DANGER***
;; experimental engine
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;; see section [YEngine] below
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; DefaultScriptEngine = "YEngine"
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;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
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;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
;; required
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; HttpProxy = "http://proxy.com:8080"
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;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
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;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
;; list of regular expressions for URLs that you don't want to go through
;; the proxy.
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;; For example, servers inside your firewall.
;; Separate patterns with a ';'
; HttpProxyExceptions = ".mydomain.com;localhost"
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;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
;; The email module requires some configuration. It needs an SMTP
;; server to send mail through.
; emailmodule = DefaultEmailModule
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;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
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;; SpawnPointRouting adjusts the landing for incoming avatars.
;; "closest" will place the avatar at the SpawnPoint located in the closest
;; available spot to the destination (typically map click/landmark).
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;; "random" will place the avatar on a randomly selected spawnpoint.
;; "sequence" will place the avatar on the next sequential SpawnPoint.
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; SpawnPointRouting = closest
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;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
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;; TelehubAllowLandmark allows users with landmarks to override telehub
;; routing and land at the landmark coordinates when set to true
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;; default is false
; TelehubAllowLandmark = false
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;; SSL certificate validation options
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;; you can allow selfsigned certificates or no official CA with next option set to true
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;# {NoVerifyCertChain} {} {do not verify SSL Cert Chain} {true false} true
; NoVerifyCertChain = true
;; you can also bypass the hostname or domain verification
;# {NoVerifyCertHostname} {} {do not verify SSL Cert name versus peer name} {true false} true
; NoVerifyCertHostname = true
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;; having both options true does provide encryption but with low security
;; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
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[AccessControl]
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;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
;; Bar (|) separated list of viewers which may gain access to the regions.
;; One can use a substring of the viewer name to enable only certain
;; versions
;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has access
;; - "Imprudence 1.3" has access
;; - "Imprudence 1.3.1" has no access
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; AllowedClients = ""
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;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
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;; Bar (|) separated list of viewers which may not gain access to the regions.
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;; One can use a Substring of the viewer name to disable only certain
;; versions
;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has no access
;; - "Imprudence 1.3" has no access
;; - "Imprudence 1.3.1" has access
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;;
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; DeniedClients = ""
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[Map]
;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
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;; Map tile options.
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;; If true, then maptiles are generated using the MapImageModule below.
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;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
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;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
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;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
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; GenerateMaptiles = true
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;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
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;; The module to use in order to generate map images.
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;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
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;; generate better images.
;MapImageModule = "MapImageModule"
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;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
;; If desired, a running region can update the map tiles periodically
;; to reflect building activity. This names no sense of you don't have
;; prims on maptiles. Value is in seconds.
; MaptileRefresh = 0
;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
;; If not generating maptiles, use this static texture asset ID
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;; This may be overridden on a per region basis in Regions.ini
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; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
;; Use terrain texture for maptiles if true, use shaded green if false
; TextureOnMapTile = true
;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
;; 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
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;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
;; Texture the faces of the prims that are rendered on the map tiles.
; TexturePrims = true
;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
;; Only texture prims that have a diagonal size greater than this number
; TexturePrimSize = 48
;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
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;; Attempt to render meshes and sculpties on the map.
; RenderMeshes = false
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;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
; MapColorWater = "#3399FF"
;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
; MapColor1 = "#A58976"
;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
; MapColor2 = "#455931"
;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
; MapColor3 = "#A29A8D"
;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
; MapColor4 = "#C8C8C8"
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[Permissions]
;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
;; Permission modules to use, separated by comma.
;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
; permissionmodules = DefaultPermissionsModule
;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
;; These are the parameters for the default permissions module
;;
;; 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
; serverside_object_permissions = true
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; if next 2 are false, several admin powers are only active if god powers requested on viewer
; this reduces mistakes
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; set both to true to enable previous behaviour
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automatic_gods = false
implicit_gods = false
;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
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;; This allows users with a UserLevel of 200 or more to assume god
;; powers in the regions in this simulator.
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;; if you don't trust grid admins, what are you doing there?
allow_grid_gods = true
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;; This allows some control over permissions
;; please note that this still doesn't duplicate SL, and is not intended to
;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
;; Allow region owners to assume god powers in their regions
; region_owner_is_god = true
;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
;; Allow region managers to assume god powers in regions they manage
; region_manager_is_god = false
;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
;; More control over permissions
;; This is definitely not SL!
;; Provides a simple control for land owners to give build rights to
;; specific avatars in publicly accessible parcels that disallow object
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;; creation in general.
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;; Owners specific avatars by adding them to the Access List of the parcel
;; without having to use the Groups feature
; simple_build_permissions = false
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[Estates]
; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
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; If these values are uncommented then they will be used to create a default estate as necessary.
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; New regions will be automatically assigned to that default estate.
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;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
;; Name for the default estate
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; DefaultEstateName = My Estate
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;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
;; Name for default estate owner
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; DefaultEstateOwnerName = FirstName LastName
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; ** Standalone Estate Settings **
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; The following parameters will only be used on a standalone system to
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; create an estate owner that does not already exist
;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
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;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
;; UUID will be assigned. This is normally what you want
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; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
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;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
;; Email address for the default estate owner
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; DefaultEstateOwnerEMail = owner@domain.com
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;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
;; Password for the default estate owner
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; DefaultEstateOwnerPassword = password
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[SMTP]
;; The SMTP server enabled the email module to send email to external
;; destinations.
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;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
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;; Enable sending email via SMTP
; enabled = false
;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
; internal_object_host = lsl.opensim.local
;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
; host_domain_header_from = "127.0.0.1"
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;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
; email_pause_time = 20
;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
; email_max_size = 4096
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;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
; SMTP_SERVER_HOSTNAME = "127.0.0.1"
;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
; SMTP_SERVER_PORT = 25
;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
; SMTP_SERVER_LOGIN = ""
;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
; SMTP_SERVER_PASSWORD = ""
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[Network]
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;# {ConsoleUser} {} {User name for console account} {}
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;; Configure the remote console user here. This will not actually be used
;; unless you use -console=rest at startup.
; ConsoleUser = "Test"
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;# {ConsolePass} {} {Password for console account} {}
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; ConsolePass = "secret"
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;# {console_port} {} {Port for console connections} {} 0
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; console_port = 0
;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
;; Simulator HTTP port. This is not the region port, but the port the
;; entire simulator listens on. This port uses the TCP protocol, while
;; the region ports use UDP.
; http_listener_port = 9000
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; optional main server secure http (ssl)
; to use ssl you need a ssl certificate in PKCS12 format that validates the ExternalHostnames
; or their domains
; some viewers by default only accept certificates signed by a oficial CA
; to use others like self signed certificates with those viewers,
; their debug option NoVerifySSLCert needs to be set true, You need to inform users about this
; the main unsecure port will still open for some services. this may change in future.
; set http_listener_ssl to enable main server ssl. it will replace unsecure port on most functions
;# {http_listener_ssl}{} {enable main server ssl port)} {} false
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;http_listener_ssl = false
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; Set port for main SSL connections
;# {http_listener_sslport}{} {main server ssl port)} {} 9001
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;http_listener_sslport = 9001 ;
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; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
; this may be removed in future
;# {http_listener_cn}{} {main server ssl externalHostName)} {} ""
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;http_listener_cn = "myRegionsExternalHostName"
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; the path for the certificate path
;# {http_listener_cert_path}{} {main server ssl certificate file path)} {} ""
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;http_listener_cert_path = "mycert.p12"
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;# {http_listener_cert_pass}{} {main server ssl certificate password)} {} ""
;http_listener_cert_pass = "mycertpass" ; the cert passwork
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; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
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; this HTTP calls can also use ssl see opensimDefaults.ini
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;
; You can whitelist individual endpoints by IP or FQDN, e.g.
;
; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
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;
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; You can specify multiple addresses by separating them with a bar. For example,
;
; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
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;
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; If an address if given without a port number then port 80 is assumed
;
; You can also specify a network range in CIDR notation to whitelist, e.g.
;
; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
;
; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
; To specify an individual IP address use the /32 netmask
;
; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
;
; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
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;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
;; By default, llHTTPRequest limits the response body to 2048 bytes.
;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
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;; of HttpBodyMaxLenMAX bytes.
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;; Please be aware that the limit can be set to insanely high values,
;; effectively removing any limitation. This will expose your sim to a
;; known attack. It is not recommended to set this limit higher than
;; the highest value that is actually needed by existing applications!
;; 16384 is the SL compatible value.
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; HttpBodyMaxLenMAX=16384
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;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
;; Hostname to use in llRequestURL/llRequestSecureURL
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;; if not defined - llRequestURL/llRequestSecureURL are disabled
ExternalHostNameForLSL = ${Const|BaseHostname}
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2010-09-15 19:29:28 +00:00
;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
;; 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
;; The below is not commented for compatibility.
shard = "OpenSim"
;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
;; 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
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;; " (Mozilla Compatible)" to the text where there are problems with a
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;; web server
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; user_agent = "OpenSim LSL (Mozilla Compatible)"
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;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
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;; Use this if your central services in port 8003 need to be accessible on the Internet
;; but you want to protect them from unauthorized access. The username and password
;; here need to match the ones in the Robust service configuration.
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; AuthType = "BasicHttpAuthentication"
; HttpAuthUsername = "some_username"
; HttpAuthPassword = "some_password"
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;;
;; Any of these 3 variables above can be overriden in any of the service sections.
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[XMLRPC]
;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
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;; If enabled and set to XmlRpcRouterModule, this will post an event,
;; "xmlrpc_uri(string)" to the script concurrently with the first
;; remote_data event. This will contain the fully qualified URI an
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;; external site needs to use to send XMLRPC requests to that script
;;
;; If enabled and set to XmlRpcGridRouterModule, newly created channels
;; will be registered with an external service via a configured uri
;XmlRpcRouterModule = "XmlRpcRouterModule"
;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
;XmlRpcPort = 20800
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;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com
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;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
;; will use this address to register xmlrpc channels on the external
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;; service
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; XmlRpcHubURI = http://example.com
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[ClientStack.LindenUDP]
;; See OpensSimDefaults.ini for the throttle options. You can copy the
;; relevant sections and override them here.
;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
;; with the next update!
;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
;; 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.
;; This is especially important in artistic builds that depend on lights
;; on the build for their appearance, since facelights will cause the
;; building's lights to possibly not be rendered.
; DisableFacelights = "false"
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[ClientStack.LindenCaps]
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;; For the long list of capabilities, see OpenSimDefaults.ini
;; Here are the few ones you may want to change. Possible values
;; are:
;; "" -- empty, capability disabled
;; "localhost" -- capability enabled and served by the simulator
;; "<url>" -- capability enabled and served by some other server
;;
; These are enabled by default to localhost. Change if you see fit.
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Cap_GetTexture = "localhost"
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Cap_GetMesh = "localhost"
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Cap_AvatarPickerSearch = "localhost"
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Cap_GetDisplayNames = "localhost"
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[SimulatorFeatures]
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;# {SearchServerURI} {} {URL of the search server} {}
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;; Optional. If given this serves the same purpose as the grid wide
;; [LoginServices] SearchURL setting and will override that where
;; supported by viewers.
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;SearchServerURI = "http://127.0.0.1:9000/"
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;# {DestinationGuideURI} {} {URL of the destination guide} {}
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;; Optional. If given this serves the same purpose as the grid wide
;; [LoginServices] DestinationGuide setting and will override that where
;; supported by viewers.
;DestinationGuideURI = "http://127.0.0.1:9000/guide"
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[Chat]
;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
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;; Distance in meters that whispers should travel.
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; whisper_distance = 10
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;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
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;; Distance in meters that ordinary chat should travel.
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; say_distance = 20
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;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
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;; Distance in meters that shouts should travel.
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; shout_distance = 100
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[EntityTransfer]
;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
;; 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
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;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
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;; This option exists to control the behavior of teleporting gods into places that have landing points
;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
;; avatars with god permissions; SL lets gods land wherever they want.
;LandingPointBehavior = LandingPointBehavior_OS
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2010-09-15 19:29:28 +00:00
[Messaging]
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;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
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;; Module to handle offline messaging. The core module requires an external
;; web service to do this. See OpenSim wiki.
; OfflineMessageModule = OfflineMessageModule
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;; Or, alternatively, use this one, which works for both standalones and grids
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; OfflineMessageModule = "Offline Message Module V2"
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;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
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; OfflineMessageURL = ${Const|BaseURL}/Offline.php
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; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
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;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
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;; For standalones, this is the storage dll.
; StorageProvider = OpenSim.Data.MySQL.dll
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; Mute list handler
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;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
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; Disabled by default
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; MuteListModule = MuteListModule
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;; Control whether group invites and notices are stored for offline users.
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;; Default is true.
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;; This applies to both core groups module.
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; ForwardOfflineGroupMessages = true
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[BulletSim]
;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
AvatarToAvatarCollisionsByDefault = true
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[ODEPhysicsSettings]
;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
;; Do we want to mesh sculpted prim to collide like they look?
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;; If you are seeing sculpt texture decode problems
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;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
;; then you might want to try setting this to false.
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; mesh_sculpted_prim = true
[RemoteAdmin]
;; This is the remote admin module, which uses XMLRPC requests to
;; manage regions from a web interface.
;# {enabled} {} {Enable the remote admin interface?} {true false} false
; enabled = false
;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
;; Set this to a nonzero value to have remote admin use a different port
; port = 0
;# {access_password} {enabled:true} {Password for the remote admin interface} {}
;; This password is required to make any XMLRPC call (should be set as
;; the "password" parameter)
; access_password = ""
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;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
;; List the IP addresses allowed to call RemoteAdmin
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;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
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;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
; access_ip_addresses =
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;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
;; set this variable to true if you want the create_region XmlRpc
;; call to unconditionally enable voice on all parcels for a newly
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;; created region
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; create_region_enable_voice = false
;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
;; set this variable to false if you want the create_region XmlRpc
;; call to create all regions as private per default (can be
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;; overridden in the XmlRpc call)
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; create_region_public = false
;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
;; enable only those methods you deem to be appropriate using a | delimited
;; whitelist.
;; For example:
;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
;; if this parameter is not specified but enabled = true, all methods
;; will be available
; enabled_methods = all
;; 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, 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
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; default_appearance = default_appearance.xml
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[Wind]
;# {enabled} {} {Enable wind module?} {true false} true
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;; Enables the wind module.
; enabled = true
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;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
;; How often should wind be updated, as a function of world frames.
;; Approximately 50 frames a second
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; wind_update_rate = 150
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;; 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
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; var_strength = 5.0
; var_direction = 30.0
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; rate_change = 1.0
;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
;; This setting is specific to the SimpleRandomWind plugin
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;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
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; strength = 1.0
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[LightShare]
;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
;; 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.
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; enable_windlight = false
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[Materials]
;# {enable_materials} {} {Enable Materials support?} {true false} true
;; This enables the use of Materials.
; enable_materials = true
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; MaxMaterialsPerTransaction = 50
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[DataSnapshot]
;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
;; 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.
; index_sims = false
;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
;; The variable data_exposure controls what the regions expose:
;; minimum: exposes only things explicitly marked for search
;; all: exposes everything
; data_exposure = minimum
;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
;; If search is on, change this to your grid name; will be ignored for
;; standalones
; gridname = "OSGrid"
;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
;; 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"
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;; [Supported, but obsolete]
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;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
; This semicolon-separated string serves to notify specific data services
; about the existence of this sim. Uncomment if you want to index your
; data with this and/or other search providers.
; data_services="http://metaverseink.com/cgi-bin/register.py"
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;; New way of specifying data services, one per service
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;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
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[Economy]
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; the economy module in use
; To use other modules you need to override this setting
; economymodule = BetaGridLikeMoneyModule
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;# {SellEnabled} {} {Enable selling for 0?} {true false} true
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; 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.
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;; Enables selling things for $0. Default is true.
; SellEnabled = true
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;# {PriceUpload} {} {Price for uploading?} {} 0
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;; Money Unit fee to upload textures, animations etc. Default is 0.
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; PriceUpload = 0
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;# {PriceGroupCreate} {} {Fee for group creation} {} 0
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;; Money Unit fee to create groups. Default is 0.
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; PriceGroupCreate = 0
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[YEngine]
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;; experimental engine
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;; ONLY SUPORTS ONE REGION PER INSTANCE at this point
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;; implements non preemptive microthreading, so fixing problems like llSleep or long events handlers
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;; but those will suffer from timeslicing, so will be slower.
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;; compiles LSL directly to IL, so only suports LSL scripting (no C# etc)
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;; shares the Xengine APIs like LSL, OSSL, etc.
;; DANGER, do not use with HG, don't leave regions running alone with it.
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;; TPs or crossings to/from Xengine will full recompile scripts losing state.
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;; attachment scripts may misbehave, cars will stop on crossings, etc.
Enabled = false
ScriptStackSize = 256
ScriptHeapSize = 256
UseSourceHashCode = true
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MinTimerInterval = 0.1
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;ScriptBasePath="ScriptEngines"
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[XEngine]
;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
;; 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
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;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
; MinTimerInterval = 0.5
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;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
;; "Highest")
; Priority = "BelowNormal"
;; Maximum number of events to queue for a script (excluding timers)
; MaxScriptEventQueue = 300
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;; Stack size per script engine thread in bytes.
;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
;; The trade-off may be increased memory usage by the script engine.
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; ThreadStackSize = 262144
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;; Set this to true to load each script into a separate
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;; AppDomain.
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;;
;; Setting this to false will load all script assemblies into the
;; current AppDomain, which will significantly improve script loading times.
;; It will also reduce initial per-script memory overhead.
;;
;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
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;; at this time some mono versions seem to have problems with the true option
;; so default is now false until a fix is found, to simply life of less technical skilled users.
;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
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AppDomainLoading = false
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;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
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;; co-op will be more stable but this option is currently experimental.
;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
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;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
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;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
;; Current valid values are "abort" and "co-op"
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; ScriptStopStrategy = co-op
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;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
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;; 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 = true
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;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
;; forces calls to memory garbage collector before loading each script DLL during region startup.
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;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
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;; But this costs a lot of time, so region load will take a lot longer.
;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
;CompactMemOnLoad = false
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;; Compile debug info (line numbers) into the script assemblies
; CompileWithDebugInformation = true
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; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
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;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
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;; Time a script can spend in an event handler before it is interrupted
; EventLimit = 30
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;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
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;; If a script overruns it's event limit, kill the script?
; KillTimedOutScripts = false
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;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
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;; Sets the multiplier for the scripting delays
; ScriptDelayFactor = 1.0
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;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
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;; The factor the 10 m distances limits are multiplied by
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; ScriptDistanceLimitFactor = 1.0
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;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
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;; Maximum length of notecard line read
;; Increasing this to large values potentially opens
;; up the system to malicious scripters
; NotecardLineReadCharsMax = 255
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;# {SensorMaxRange} {} {Sensor range} {} 96.0
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;; Sensor settings
; SensorMaxRange = 96.0
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;# {SensorMaxResults} {} {Max sensor results returned?} {}
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; SensorMaxResults = 16
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;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
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;; Disable underground movement of prims (default true); set to
;; false to allow script controlled underground positioning of
;; prims
; DisableUndergroundMovement = true
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;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
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;; Path to script engine assemblies
;; Default is ./bin/ScriptEngines
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; ScriptEnginesPath = "ScriptEngines"
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[OSSL]
;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
;; Optionally include file to enable OSSL functions and set permissions on who can use which.
;; If this INI file is not included, the OSSL functions are disabled.
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Include-osslEnable = "config-include/osslEnable.ini"
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[FreeSwitchVoice]
;; In order for this to work you need a functioning FreeSWITCH PBX set up.
;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
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; Enabled = false
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;; You need to load a local service for a standalone, and a remote service
;; for a grid region. Use one of the lines below, as appropriate
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;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
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; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
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;; If using a remote connector, specify the server URL
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; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
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[Groups]
;# {Enabled} {} {Enable groups?} {true false} false
;; Enables the groups module
; Enabled = false
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;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
;; Minimum user level required to create groups
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; LevelGroupCreate = 0
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;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
;; The default module can use a PHP XmlRpc server from the Flotsam project at
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;; http://code.google.com/p/flotsam/
;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
; Module = Default
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;; or... use Groups Module V2, which works for standalones and robust grids
; Module = "Groups Module V2"
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;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
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; StorageProvider = OpenSim.Data.MySQL.dll
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;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
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;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
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;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
;; -- for Simian Groups use SimianGroupsServicesConnector
;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
;; Note that the quotes "" around the words are important!
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; ServicesConnectorModule = XmlRpcGroupsServicesConnector
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;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
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;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
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; LocalService = local
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;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
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;; Used for V2 in Remote only.
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; SecretKey = ""
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;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
;; URI for the groups services of this grid
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;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
;; or http://mygridserver.com:82/Grid/ for SimianGrid
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;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
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;; Leave it commented for standalones, V2
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; GroupsServerURI = ""
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;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
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;; Used for V2 in HG only. For example
;; http://mygridserver.com:9000 or http://mygridserver.com:8002
;; If you have this set under [Startup], no need to set it here, leave it commented
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; HomeURI = ""
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;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
; MessagingEnabled = true
;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
; MessagingModule = GroupsMessagingModule
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; or use "Groups Messaging Module V2" for Groups V2
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; MessagingModule = "Groups Messaging Module V2"
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;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
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;; Enable Group Notices
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; NoticesEnabled = true
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;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
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; Experimental option to only message online users rather than all users
; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
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; Applies Flotsam Group only. V2 has this always on, no other option
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; MessageOnlineUsersOnly = false
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;; This makes the Groups module very chatty on the console.
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; DebugEnabled = false
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; This makes the Group Messaging module very chatty on the console.
; DebugMessagingEnabled = false
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;; XmlRpc Security settings. These must match those set on your backend
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;; groups service if the service is using these keys
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; XmlRpcServiceReadKey = 1234
; XmlRpcServiceWriteKey = 1234
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[InterestManagement]
;; This section controls how state updates are prioritized for each client
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;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness SimpleAngularDistance} BestAvatarResponsiveness
;; Valid values are BestAvatarResponsiveness and SimpleAngularDistance
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;; SimpleAngularDistance does use more cpu
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; UpdatePrioritizationScheme = BestAvatarResponsiveness
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;; ObjectsCullingByDistance, if true, don't send object updates if outside view range
;; currently viewers are also told to delete objects that leave view range
;; only avater position is considered, free camera may not see objects
;; does increase cpu load
; ObjectsCullingByDistance = false
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[MediaOnAPrim]
;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
;; Enable media on a prim facilities
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; Enabled = true
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2011-06-30 19:26:17 +00:00
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[NPC]
;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
; Enabled = false
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;; several options to control NPCs creation
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;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
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;; allow NPCs to be created not Owned {true false} default: true
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; AllowNotOwned = true
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;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
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;; allow NPCs to set to be sensed as Avatars {true false} default: true
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; AllowSenseAsAvatar = true
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2016-11-12 14:07:40 +00:00
;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
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;; allow NPCs to created cloning any avatar in region {true false} default: true
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; AllowCloneOtherAvatars = true
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;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
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;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
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; NoNPCGroup = true
2011-08-03 03:33:45 +00:00
2013-09-26 23:01:18 +00:00
2012-03-16 20:08:05 +00:00
[Terrain]
;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
; InitialTerrain = "pinhead-island"
2011-06-30 19:26:17 +00:00
2015-12-16 22:22:26 +00:00
[LandManagement]
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;; set this to false to not display parcel ban lines
;ShowParcelBansLines = true
2018-03-19 16:30:03 +00:00
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[UserProfiles]
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;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
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;; Set the value of the url to your UserProfilesService
;; If un-set / "" the module is disabled
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;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
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;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
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;; set this to false to prevent your users to be sent to unknown
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;; web sites by other users on their profiles
; AllowUserProfileWebURLs = true
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[XBakes]
;# {URL} {} {Set URL for Baked texture service} {}
;; Sets the URL for the baked texture ROBUST service.
;; Disabled when unset.
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;; URL = ${Const|BaseURL}:${Const|PrivatePort}
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;;
;; Optional module to highlight God names in the viewer.
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;; Uncomment and customize appropriately if you want this behavior.
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;;
;[GodNames]
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; Enabled = false
; FullNames = "Test User, Foo Bar"
; Surnames = "Kryztlsk"
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[Architecture]
;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
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;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
;; uncomment Include-Architecture = "config-include/Standalone.ini"
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;;
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;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
;; that the referenced .ini file goes on to include.
;;
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;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
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;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
;; editing it to set the database and backend services that OpenSim will use.
;;
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Include-Architecture = "config-include/Standalone.ini"
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; Include-Architecture = "config-include/StandaloneHypergrid.ini"
; Include-Architecture = "config-include/Grid.ini"
; Include-Architecture = "config-include/GridHypergrid.ini"
; Include-Architecture = "config-include/SimianGrid.ini"
; Include-Architecture = "config-include/HyperSimianGrid.ini"