Removed trailing semi-colons from option settings
parent
6b24ff0bc9
commit
122d3a3768
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@ -108,7 +108,7 @@
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; Determines the page from which regions xml is retrieved if you are loading these from the web
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; The XML here has the same format as it does on the filesystem (including the <Root> tag),
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; 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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; regionload_webserver_url = "http://example.com/regions.xml"
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;; Allow the simulator to start up if there are no region configuration available
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;; from the selected region_info_source.
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@ -122,7 +122,7 @@
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;; keep it true if you have many old objects with sits set by scripts.
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;; the offset in question is added to the SitTarget to find the sitting avatar position.
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;; acording to its size, etc.
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; LegacySitOffsets = true;
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; LegacySitOffsets = true
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; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
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; Increasing this number will increase memory usage.
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@ -208,44 +208,44 @@
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; Less than 60% of FPS is amber by default, less then 40% is red.
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; These values are advisory. Viewers may choose to not use them but it is
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; encouraged that they do.
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; FrameTimeWarnPercent = 60;
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; FrameTimeCritPercent = 40;
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; FrameTimeWarnPercent = 60
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; FrameTimeCritPercent = 40
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; Send scheduled updates to objects in the scene
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; This must be a whole number
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UpdateObjectsEveryNFrames = 1;
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UpdateObjectsEveryNFrames = 1
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; Send position/velocity, etc. updates to agents in the scene
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; This must be a whole number
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UpdateAgentsEveryNFrames = 1;
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UpdateAgentsEveryNFrames = 1
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; Apply pending forces from physics calculations to an entity.
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; This must be a whole number
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UpdateEntityMovementEveryNFrames = 1;
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UpdateEntityMovementEveryNFrames = 1
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; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
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; This must be a whole number
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UpdateCoarseLocationsEveryNFrames = 50;
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UpdateCoarseLocationsEveryNFrames = 50
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; Physics simulation execution or syncronization, acording to engine. Should be 1
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; This must be a whole number
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UpdatePhysicsEveryNFrames = 1;
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UpdatePhysicsEveryNFrames = 1
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; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
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; This must be a whole number
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UpdateEventsEveryNFrames = 1;
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UpdateEventsEveryNFrames = 1
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; Send terrain updates to viewers
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; This must be a whole number
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UpdateTerrainEveryNFrames = 50;
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UpdateTerrainEveryNFrames = 50
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; Persitently store any objects which meet the PRIM STORAGE criteria
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; This must be a whole number
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UpdateStorageEveryNFrames = 200;
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UpdateStorageEveryNFrames = 200
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; Clean up temp on rez objects.
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; This must be a whole number
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UpdateTempCleaningEveryNSeconds = 180;
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UpdateTempCleaningEveryNSeconds = 180
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; ##
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; ## PRIM STORAGE
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@ -441,7 +441,7 @@
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TexturePrimSize = 48
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; Attempt to render meshes and sculpties on the map
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RenderMeshes = false;
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RenderMeshes = false
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[Permissions]
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; ##
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@ -836,7 +836,7 @@
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[Chat]
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; Controls whether the chat module is enabled. Default is true.
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enabled = true;
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enabled = true
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; Distance in meters that whispers should travel. Default is 10m
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whisper_distance = 10
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@ -931,7 +931,7 @@
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; Experimental setting to control CPU spiking when avatars with many attachments login/change outfit
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; or when multiple avatars with medium level attachments login/change outfit simultaneously.
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; If 0 then no throttling is performed.
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ThrottlePer100PrimsRezzed = 0;
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ThrottlePer100PrimsRezzed = 0
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[Mesh]
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@ -960,7 +960,7 @@
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;MeshFileCache = true
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; cache folder name relative to bin/ or absolute path
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;MeshFileCachePath = MeshCache
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;MeshFileCacheDoExpire = true;
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;MeshFileCacheDoExpire = true
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;MeshFileCacheExpireHours = 48
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@ -1074,7 +1074,7 @@
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; See http://en.wikipedia.org/wiki/PID_controller
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av_pid_derivative = 2200.0
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av_pid_proportional = 900.0;
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av_pid_proportional = 900.0
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;girth of the avatar. Adds radius to the height also
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av_capsule_radius = 0.37
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@ -1870,7 +1870,7 @@
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; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested
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; before aborting the thread (such as when an object containing scripts is taken into inventory).
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WaitForEventCompletionOnScriptStop = 1000;
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WaitForEventCompletionOnScriptStop = 1000
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; Sets the multiplier for the scripting delays
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ScriptDelayFactor = 1.0
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@ -2082,8 +2082,8 @@
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[PacketPool]
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;RecyclePackets = true;
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;RecycleDataBlocks = true;
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;RecyclePackets = true
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;RecycleDataBlocks = true
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; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets.
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; This reduces data churn
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@ -2145,7 +2145,7 @@
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[MediaOnAPrim]
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; Enable media on a prim facilities
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Enabled = true;
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Enabled = true
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[NPC]
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