move CacheSculptMaps ini flag to OpenSimDefaults.ini
comment it and change defailt to true to reflect codeviewer-2-initial-appearance
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0d9c94033d
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@ -131,14 +131,6 @@
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; meshing = Meshmerizer
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; meshing = Meshmerizer
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; meshing = ZeroMesher
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; meshing = ZeroMesher
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;# {CacheSculptMaps} {Cache decoded sculpt maps?} {true false} true
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;; if you use Meshmerizer and want sculpt map collisions, setting this to
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;; to true will store decoded sculpt maps in a special folder in your bin
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;; folder, which can reduce startup times by reducing asset requests. Some
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;; versions of mono dont work well when reading the cache files, so set this
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;; to false if you have compatability problems.
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CacheSculptMaps = false
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;; Choose one of the physics engines below
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;; Choose one of the physics engines below
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;; OpenDynamicsEngine is by some distance the most developed physics engine
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;; OpenDynamicsEngine is by some distance the most developed physics engine
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;; basicphysics effectively does not model physics at all, making all
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;; basicphysics effectively does not model physics at all, making all
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@ -140,6 +140,14 @@
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;; Defaults to "j2kDecodeCache
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;; Defaults to "j2kDecodeCache
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;DecodedSculptMapPath = "j2kDecodeCache"
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;DecodedSculptMapPath = "j2kDecodeCache"
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;# {CacheSculptMaps} {Cache decoded sculpt maps?} {true false} true
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;; if you use Meshmerizer and want sculpt map collisions, setting this to
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;; to true will store decoded sculpt maps in a special folder in your bin
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;; folder, which can reduce startup times by reducing asset requests. Some
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;; versions of mono dont work well when reading the cache files, so set this
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;; to false if you have compatability problems.
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; CacheSculptMaps = true
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; Choose one of the physics engines below
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; Choose one of the physics engines below
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; OpenDynamicsEngine is by some distance the most developed physics engine
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; OpenDynamicsEngine is by some distance the most developed physics engine
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; basicphysics effectively does not model physics at all, making all objects phantom
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; basicphysics effectively does not model physics at all, making all objects phantom
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