diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index bda3ccec21..3ba32da835 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -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 tag), ; except that everything is also enclosed in a 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]