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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@ -137,7 +137,7 @@
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; Minimum size where a prim can be physical. This can be overridden in the region config file.
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; PhysicalPrimMin = 0.01
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; Maximum size of physical prims. Affects resizing of existing prims. This can be overridden in the region config file.
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PhysicalPrimMax = 64
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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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@ -283,18 +283,18 @@
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meshing = Meshmerizer
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;meshing = ZeroMesher
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; Path to decoded sculpty maps
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; Defaults to "j2kDecodeCache
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;DecodedSculptMapPath = "j2kDecodeCache"
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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 compatibility problems.
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;CacheSculptMaps = true
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;; BulletSim is the default physics engine. It provides the best performance and most functionality.
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;; BulletSim supports varregions.
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;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
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@ -324,14 +324,14 @@
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; For example, servers inside your firewall.
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; Separate patterns with a ';'
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; HttpProxyExceptions = ".mydomain.com;localhost"
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; ##
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; ## EMAIL MODULE
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; ##
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;; The email module requires some configuration. It needs an SMTP
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;; server to send mail through.
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;emailmodule = DefaultEmailModule
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; ##
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; ## ANIMATIONS
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; ##
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@ -343,11 +343,11 @@
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; PreJump is an additional animation state, but it probably
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; won't look right until the physics engine supports it
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; (i.e delays takeoff for a moment)
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; #
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; # statistics
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; #
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; Simulator statistics are output to the console periodically at debug level INFO.
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; Setting this to zero disables this output.
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; LogShowStatsSeconds = 3600
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@ -402,7 +402,7 @@
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; default is false
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; TelehubAllowLandmark = false
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[Map]
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; Map tile options.
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; If true, then maptiles are generated using the MapImageModule below.
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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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@ -458,14 +458,14 @@
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; Default is true
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serverside_object_permissions = true
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; This allows some control over permissions
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; please note that this still doesn't duplicate SL, and is not intended to
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; This allows grid users with a UserLevel of 200 or more to assume god
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; powers in the regions in this simulator.
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; powers in the regions in this simulator.
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allow_grid_gods = false
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; Allow region owners to assume god powers in their regions
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;region_owner_is_god = true
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@ -833,10 +833,10 @@
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; Capability for searching for people
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Cap_AvatarPickerSearch = "localhost"
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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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@ -949,20 +949,20 @@
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;support convex shape type on normal prims
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; (ubOde only)
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;ConvexPrims = true
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;support convex shape type on sculpts
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; (ubOde only)
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;ConvexSculpts = true
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; mesh cache settings:
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; (ubOde only)
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; do cache (keep true)
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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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[Textures]
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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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@ -1160,7 +1160,7 @@
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; Physics needs to create internal meshs (or convert the object meshs or scultps)
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; for all prims except simple boxes and spheres.
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; collisions of small objects againts larger ones can have a increased CPU load cost
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; so this are represented by a simple BOX
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; if all their scale dimensions are lower or equal to this option. Default is 0.1m
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@ -1249,7 +1249,7 @@
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PhysicsLoggingEnabled = False
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PhysicsLoggingDir = "."
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VehicleLoggingEnabled = False
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[RemoteAdmin]
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enabled = false
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@ -1471,7 +1471,7 @@
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[Trees]
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; enable the trees module. default true
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enabled = true
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; active_trees allows module to change its trees in time.
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; some will be deleted, others created and rest may grow
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; default is false. You can change it with console command tree active true | false later
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@ -1709,7 +1709,7 @@
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; data service
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;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
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[Economy]
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; the economy module in use
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; default is the provided BetaGridLikeMoneyModule
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@ -1796,7 +1796,7 @@
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; But this costs a lot of time, so region load will take a lot longer.
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; it is more usefull if there are no previously compiled scripts DLLs (or DeleteScriptsOnStartup = true)
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; CompactMemOnLoad = false
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; Controls whether scripts are stopped by aborting their threads externally (abort)
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; or by co-operative checks inserted by OpenSimulator into compiled script (co-op).
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; co-op will be more stable as aborting threads can cause instability.
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@ -1823,7 +1823,7 @@
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; Allow the use of os* functions (some are dangerous)
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AllowOSFunctions = false
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; Allow the user of LightShare functions
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AllowLightShareFunctions = false
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@ -1842,7 +1842,7 @@
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; Comma separated list of UUIDS allows the function for that list of UUIDS
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; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
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; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
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; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel
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; - PARCEL_OWNER: allow if the objectowner is parcelowner
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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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@ -2112,7 +2112,7 @@
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; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in another region
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; 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.
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ChildTerseUpdatePeriod = 0
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; Send an update to clients if the difference from the last sent avatar position is greater than this tolerance
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RootPositionUpdateTolerance = 0.05
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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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