Removed trailing semi-colons from option settings

0.9.0.1-postfixes
Kevin Cozens 2018-03-19 15:34:48 -04:00
parent 6b24ff0bc9
commit 122d3a3768
1 changed files with 47 additions and 47 deletions

View File

@ -108,7 +108,7 @@
; 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";
; 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.
@ -122,7 +122,7 @@
;; keep it true if you have many old objects with sits set by scripts.
;; the offset in question is added to the SitTarget to find the sitting avatar position.
;; acording to its size, etc.
; LegacySitOffsets = true;
; LegacySitOffsets = 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.
@ -137,7 +137,7 @@
; Minimum size where a prim can be physical. This can be overridden in the region config file.
; PhysicalPrimMin = 0.01
; Maximum size of physical prims. Affects resizing of existing prims. This can be overridden in the region config file.
PhysicalPrimMax = 64
@ -208,44 +208,44 @@
; Less than 60% of FPS is amber by default, less then 40% is red.
; These values are advisory. Viewers may choose to not use them but it is
; encouraged that they do.
; FrameTimeWarnPercent = 60;
; FrameTimeCritPercent = 40;
; FrameTimeWarnPercent = 60
; FrameTimeCritPercent = 40
; Send scheduled updates to objects in the scene
; This must be a whole number
UpdateObjectsEveryNFrames = 1;
UpdateObjectsEveryNFrames = 1
; Send position/velocity, etc. updates to agents in the scene
; This must be a whole number
UpdateAgentsEveryNFrames = 1;
UpdateAgentsEveryNFrames = 1
; Apply pending forces from physics calculations to an entity.
; This must be a whole number
UpdateEntityMovementEveryNFrames = 1;
UpdateEntityMovementEveryNFrames = 1
; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
; This must be a whole number
UpdateCoarseLocationsEveryNFrames = 50;
UpdateCoarseLocationsEveryNFrames = 50
; Physics simulation execution or syncronization, acording to engine. Should be 1
; This must be a whole number
UpdatePhysicsEveryNFrames = 1;
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;
UpdateEventsEveryNFrames = 1
; Send terrain updates to viewers
; This must be a whole number
UpdateTerrainEveryNFrames = 50;
UpdateTerrainEveryNFrames = 50
; Persitently store any objects which meet the PRIM STORAGE criteria
; This must be a whole number
UpdateStorageEveryNFrames = 200;
UpdateStorageEveryNFrames = 200
; Clean up temp on rez objects.
; This must be a whole number
UpdateTempCleaningEveryNSeconds = 180;
UpdateTempCleaningEveryNSeconds = 180
; ##
; ## PRIM STORAGE
@ -283,18 +283,18 @@
meshing = Meshmerizer
;meshing = ZeroMesher
; Path to decoded sculpty maps
; Defaults to "j2kDecodeCache
;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.
@ -324,14 +324,14 @@
; For example, servers inside your firewall.
; Separate patterns with a ';'
; HttpProxyExceptions = ".mydomain.com;localhost"
; ##
; ## EMAIL MODULE
; ##
;; The email module requires some configuration. It needs an SMTP
;; server to send mail through.
;emailmodule = DefaultEmailModule
; ##
; ## ANIMATIONS
; ##
@ -343,11 +343,11 @@
; PreJump is an additional animation state, but it probably
; won't look right until the physics engine supports it
; (i.e delays takeoff for a moment)
; #
; # statistics
; #
; Simulator statistics are output to the console periodically at debug level INFO.
; Setting this to zero disables this output.
; LogShowStatsSeconds = 3600
@ -402,7 +402,7 @@
; default is false
; TelehubAllowLandmark = false
[Map]
; Map tile options.
; If true, then maptiles are generated using the MapImageModule below.
@ -441,7 +441,7 @@
TexturePrimSize = 48
; Attempt to render meshes and sculpties on the map
RenderMeshes = false;
RenderMeshes = false
[Permissions]
; ##
@ -458,14 +458,14 @@
; Default is true
serverside_object_permissions = true
; This allows some control over permissions
; please note that this still doesn't duplicate SL, and is not intended to
; This allows grid users with a UserLevel of 200 or more to assume god
; powers in the regions in this simulator.
; powers in the regions in this simulator.
allow_grid_gods = false
; Allow region owners to assume god powers in their regions
;region_owner_is_god = true
@ -833,10 +833,10 @@
; Capability for searching for people
Cap_AvatarPickerSearch = "localhost"
[Chat]
; Controls whether the chat module is enabled. Default is true.
enabled = true;
enabled = true
; Distance in meters that whispers should travel. Default is 10m
whisper_distance = 10
@ -931,7 +931,7 @@
; 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;
ThrottlePer100PrimsRezzed = 0
[Mesh]
@ -949,20 +949,20 @@
;support convex shape type on normal prims
; (ubOde only)
;ConvexPrims = true
;support convex shape type on sculpts
; (ubOde only)
;ConvexSculpts = true
; mesh cache settings:
; (ubOde only)
; do cache (keep true)
;MeshFileCache = true
; cache folder name relative to bin/ or absolute path
;MeshFileCachePath = MeshCache
;MeshFileCacheDoExpire = true;
;MeshFileCacheDoExpire = true
;MeshFileCacheExpireHours = 48
[Textures]
@ -1074,7 +1074,7 @@
; See http://en.wikipedia.org/wiki/PID_controller
av_pid_derivative = 2200.0
av_pid_proportional = 900.0;
av_pid_proportional = 900.0
;girth of the avatar. Adds radius to the height also
av_capsule_radius = 0.37
@ -1160,7 +1160,7 @@
; Physics needs to create internal meshs (or convert the object meshs or scultps)
; for all prims except simple boxes and spheres.
; collisions of small objects againts larger ones can have a increased CPU load cost
; so this are represented by a simple BOX
; if all their scale dimensions are lower or equal to this option. Default is 0.1m
@ -1249,7 +1249,7 @@
PhysicsLoggingEnabled = False
PhysicsLoggingDir = "."
VehicleLoggingEnabled = False
[RemoteAdmin]
enabled = false
@ -1471,7 +1471,7 @@
[Trees]
; enable the trees module. default true
enabled = true
; active_trees allows module to change its trees in time.
; some will be deleted, others created and rest may grow
; default is false. You can change it with console command tree active true | false later
@ -1709,7 +1709,7 @@
; data service
;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
[Economy]
; the economy module in use
; default is the provided BetaGridLikeMoneyModule
@ -1796,7 +1796,7 @@
; 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 (or DeleteScriptsOnStartup = true)
; CompactMemOnLoad = 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.
@ -1823,7 +1823,7 @@
; Allow the use of os* functions (some are dangerous)
AllowOSFunctions = false
; Allow the user of LightShare functions
AllowLightShareFunctions = false
@ -1842,7 +1842,7 @@
; 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
@ -1870,7 +1870,7 @@
; 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;
WaitForEventCompletionOnScriptStop = 1000
; Sets the multiplier for the scripting delays
ScriptDelayFactor = 1.0
@ -2082,8 +2082,8 @@
[PacketPool]
;RecyclePackets = true;
;RecycleDataBlocks = true;
;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
@ -2112,7 +2112,7 @@
; 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
@ -2145,7 +2145,7 @@
[MediaOnAPrim]
; Enable media on a prim facilities
Enabled = true;
Enabled = true
[NPC]