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.
@ -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
@ -441,7 +441,7 @@
TexturePrimSize = 48
; Attempt to render meshes and sculpties on the map
RenderMeshes = false;
RenderMeshes = false
[Permissions]
; ##
@ -836,7 +836,7 @@
[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]
@ -960,7 +960,7 @@
;MeshFileCache = true
; cache folder name relative to bin/ or absolute path
;MeshFileCachePath = MeshCache
;MeshFileCacheDoExpire = true;
;MeshFileCacheDoExpire = true
;MeshFileCacheExpireHours = 48
@ -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
@ -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
@ -2145,7 +2145,7 @@
[MediaOnAPrim]
; Enable media on a prim facilities
Enabled = true;
Enabled = true
[NPC]