Format OpenSim.ini.example
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;; This is the main configuration file for OpenSimulator. If it's named OpenSim.ini
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;; This is the main configuration file for OpenSimulator.
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;; then it will be loaded by OpenSimulator. If it's named OpenSim.ini.example then
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;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
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;; you will need to copy it to OpenSim.ini first (if that file does not already exist)
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;; If it's named OpenSim.ini.example then you will need to copy it to
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;; OpenSim.ini first (if that file does not already exist)
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;;
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;;
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;; If you are copying, then once you have copied OpenSim.ini.example to OpenSim.ini you will
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;; If you are copying, then once you have copied OpenSim.ini.example to
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;; need to pick an architecture in the [Architecture] section at the end of this file.
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;; OpenSim.ini you will need to pick an architecture in the [Architecture]
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;; section at the end of this file.
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;;
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;;
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;; The settings in this file are in the form "<key> = <value>". For example, save_crashes = false
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;; The settings in this file are in the form "<key> = <value>". For example,
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;; in the [Startup] section below.
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;; save_crashes = false in the [Startup] section below.
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;;
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;;
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;; All settings are initially commented out and the default value used, as found in
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;; All settings are initially commented out and the default value used, as
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;; OpenSimDefaults.ini. To change a setting, first uncomment it by deleting the initial semicolon (;)
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;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
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;; and then change the value. This will override the value in OpenSimDefaults.ini
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;; deleting the initial semicolon (;) and then change the value. This will
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;; override the value in OpenSimDefaults.ini
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;;
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;;
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;; If you want to find out what configuration OpenSimulator has finished with once all the configuration
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;; If you want to find out what configuration OpenSimulator has finished with
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;; files are loaded then type "config show" on the region console command line.
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;; once all the configuration files are loaded then type "config show" on the
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;; region console command line.
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;;
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;;
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;;
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;;
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;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
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;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
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;; formatted as:
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;; formatted as:
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;; {option} {depends on} {question to ask} {choices} default value
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;; {option} {depends on} {question to ask} {choices} default value
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;; Any text comments following the declaration, up to the next blank line.
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;; Any text comments following the declaration, up to the next blank line.
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;; will be copied to the generated file (NOTE: generation is not yet implemented)
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;; will be copied to the generated file (NOTE: generation is not yet
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;; implemented)
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;;
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;; A * in the choices list will allow an empty entry.
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;; A * in the choices list will allow an empty entry.
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;; An empty question will set the default if the dependencies are
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;; An empty question will set the default if the dependencies are
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;; satisfied.
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;; satisfied.
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;;
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;;
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;; ; denotes a commented out option.
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;; ; denotes a commented out option.
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;; Any options added to OpenSim.ini.example should be initially commented out.
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;; Any options added to OpenSim.ini.example should be initially commented
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;; out.
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[Startup]
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[Startup]
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;# {save_crashes} {} {Save crashes to disk?} {true false} false
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;# {save_crashes} {} {Save crashes to disk?} {true false} false
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;; Set this to true if you want to log crashes to disk
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;; Set this to true if you want to log crashes to disk
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;; this can be useful when submitting bug reports.
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;; this can be useful when submitting bug reports.
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;; However, this will only log crashes within OpenSimulator that cause the entire program to exit
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;; However, this will only log crashes within OpenSimulator that cause the
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;; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
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;; entire program to exit
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;; You will need to capture these native stack traces by recording the session log itself.
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;; It will not log crashes caused by virtual machine failures, which
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;; includes mono and ODE failures.
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;; You will need to capture these native stack traces by recording the
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;; session log itself.
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; save_crashes = false
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; save_crashes = false
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;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
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;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
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; allow_regionless = false
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; allow_regionless = false
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;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
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;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
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;; Minimum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMin!).
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;; Minimum size for non-physical prims. Affects resizing of existing
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;; prims. This can be overriden in the region config file (as
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;; NonPhysicalPrimMin!).
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; NonPhysicalPrimMin = 0.001
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; NonPhysicalPrimMin = 0.001
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;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
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;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
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;; Maximum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMax!).
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;; Maximum size for non-physical prims. Affects resizing of existing
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;; prims. This can be overriden in the region config file (as
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;; NonPhysicalPrimMax!).
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; NonPhysicalPrimMax = 256
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; NonPhysicalPrimMax = 256
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;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
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;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
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;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
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;; Maximum size where a prim can be physical. Affects resizing of
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;; existing prims. This can be overriden in the region config file.
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; PhysicalPrimMin = 0.01
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; PhysicalPrimMin = 0.01
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;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
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;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
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;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
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;; Maximum size where a prim can be physical. Affects resizing of
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;; existing prims. This can be overriden in the region config file.
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; PhysicalPrimMax = 10
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; PhysicalPrimMax = 10
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;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
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;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
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;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
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;; If a viewer attempts to rez a prim larger than the non-physical or
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;; physical prim max, clamp the dimensions to the appropriate maximum
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;; This can be overriden in the region config file.
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;; This can be overriden in the region config file.
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; ClampPrimSize = false
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; ClampPrimSize = false
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;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
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;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
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;; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
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;; Maximum number of prims allowable in a linkset. Affects creating new
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;; linksets. Ignored if less than or equal to zero.
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;; This can be overriden in the region config file.
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;; This can be overriden in the region config file.
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; LinksetPrims = 0
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; LinksetPrims = 0
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;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
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;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
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;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
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;; Allow scripts to keep running when they cross region boundaries, rather
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;; This only applies when crossing to a region running in a different simulator.
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;; than being restarted. State is reloaded on the destination region.
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;; For crossings where the regions are on the same simulator the script is always kept running.
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;; This only applies when crossing to a region running in a different
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;; simulator.
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;; For crossings where the regions are on the same simulator the script is
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;; always kept running.
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; AllowScriptCrossing = true
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; AllowScriptCrossing = true
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;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
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;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
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;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
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;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
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;; OpenDynamicsEngine is by some distance the most developed physics engine
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;; OpenDynamicsEngine is by some distance the most developed physics engine
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;; BulletSim is incomplete and experimental but in active development
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;; BulletSim is incomplete and experimental but in active development
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;; basicphysics effectively does not model physics at all, making all objects phantom
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;; basicphysics effectively does not model physics at all, making all
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;; objects phantom
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;; Default is OpenDynamicsEngine
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;; Default is OpenDynamicsEngine
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; physics = OpenDynamicsEngine
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; physics = OpenDynamicsEngine
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; physics = BulletSim
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; physics = BulletSim
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;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
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;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
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;; More control over permissions
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;; More control over permissions
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;; This is definitely not SL!
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;; This is definitely not SL!
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;; Provides a simple control for land owners to give build rights to specific avatars
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;; Provides a simple control for land owners to give build rights to
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;; in publicly accessible parcels that disallow object creation in general.
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;; specific avatars in publicly accessible parcels that disallow object
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;; creation in general.
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;; Owners specific avatars by adding them to the Access List of the parcel
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;; Owners specific avatars by adding them to the Access List of the parcel
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;; without having to use the Groups feature
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;; without having to use the Groups feature
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; simple_build_permissions = false
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; simple_build_permissions = false
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; DrawPrimOnMapTile = true
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; DrawPrimOnMapTile = true
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;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
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;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
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;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required
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;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
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;; required
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; HttpProxy = "http://proxy.com:8080"
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; HttpProxy = "http://proxy.com:8080"
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;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
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;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
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;; If you're using HttpProxy, then you can set HttpProxyExceptions to a list of regular expressions for URLs that you don't want to go through the proxy
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;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
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;; list of regular expressions for URLs that you don't want to go through
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;; the proxy.
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;; For example, servers inside your firewall.
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;; For example, servers inside your firewall.
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;; Separate patterns with a ';'
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;; Separate patterns with a ';'
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; HttpProxyExceptions = ".mydomain.com;localhost"
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; HttpProxyExceptions = ".mydomain.com;localhost"
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; SpawnPointRouting = closest
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; SpawnPointRouting = closest
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;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
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;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
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;; TelehubAllowLandmark allows users with landmarks to override telehub routing and land at the landmark coordinates when set to true
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;; TelehubAllowLandmark allows users with landmarks to override telehub
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;; routing and land at the landmark coordinates when set to true
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;; default is false
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;; default is false
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; TelehubAllowLandmark = false
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; TelehubAllowLandmark = false
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;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
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;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
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;; Bar (|) separated list of viewers which may gain access to the regions.
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;; Bar (|) separated list of viewers which may gain access to the regions.
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;; One can use a substring of the viewer name to enable only certain versions
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;; One can use a substring of the viewer name to enable only certain
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;; versions
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;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
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;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
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;; - "Imprudence" has access
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;; - "Imprudence" has access
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;; - "Imprudence 1.3" has access
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;; - "Imprudence 1.3" has access
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;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
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;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
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;# Bar (|) separated list of viewers which may not gain access to the regions.
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;# Bar (|) separated list of viewers which may not gain access to the regions.
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;; One can use a Substring of the viewer name to disable only certain versions
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;; One can use a Substring of the viewer name to disable only certain
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;; versions
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;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
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;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
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;; - "Imprudence" has no access
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;; - "Imprudence" has no access
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;; - "Imprudence 1.3" has no access
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;; - "Imprudence 1.3" has no access
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[SimulatorFeatures]
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[SimulatorFeatures]
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;# {MapImageServerURI} {} {URL for the map server} {}
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;# {MapImageServerURI} {} {URL for the map server} {}
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; Experimental new information sent in SimulatorFeatures cap for Kokua viewers
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; Experimental new information sent in SimulatorFeatures cap for Kokua
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; viewers
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; meant to override the MapImage and search server url given at login, and varying
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; meant to override the MapImage and search server url given at login, and varying
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; on a sim-basis.
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; on a sim-basis.
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; Viewers that don't understand it, will ignore it
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; Viewers that don't understand it, will ignore it
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