Format OpenSim.ini.example

Make lines fint in 80x24 terminal for easier reading
connector_plugin
BlueWall 2012-09-25 18:09:34 -04:00
parent 1c42337381
commit 3c2fb77133
1 changed files with 65 additions and 35 deletions

View File

@ -1,19 +1,23 @@
;; This is the main configuration file for OpenSimulator. If it's named OpenSim.ini ;; This is the main configuration file for OpenSimulator.
;; then it will be loaded by OpenSimulator. If it's named OpenSim.ini.example then ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
;; you will need to copy it to OpenSim.ini first (if that file does not already exist) ;; If it's named OpenSim.ini.example then you will need to copy it to
;; OpenSim.ini first (if that file does not already exist)
;; ;;
;; If you are copying, then once you have copied OpenSim.ini.example to OpenSim.ini you will ;; If you are copying, then once you have copied OpenSim.ini.example to
;; need to pick an architecture in the [Architecture] section at the end of this file. ;; OpenSim.ini you will need to pick an architecture in the [Architecture]
;; section at the end of this file.
;; ;;
;; The settings in this file are in the form "<key> = <value>". For example, save_crashes = false ;; The settings in this file are in the form "<key> = <value>". For example,
;; in the [Startup] section below. ;; save_crashes = false in the [Startup] section below.
;; ;;
;; All settings are initially commented out and the default value used, as found in ;; All settings are initially commented out and the default value used, as
;; OpenSimDefaults.ini. To change a setting, first uncomment it by deleting the initial semicolon (;) ;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
;; and then change the value. This will override the value in OpenSimDefaults.ini ;; deleting the initial semicolon (;) and then change the value. This will
;; override the value in OpenSimDefaults.ini
;; ;;
;; If you want to find out what configuration OpenSimulator has finished with once all the configuration ;; If you want to find out what configuration OpenSimulator has finished with
;; files are loaded then type "config show" on the region console command line. ;; once all the configuration files are loaded then type "config show" on the
;; region console command line.
;; ;;
;; ;;
;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
@ -26,13 +30,16 @@
;; formatted as: ;; formatted as:
;; {option} {depends on} {question to ask} {choices} default value ;; {option} {depends on} {question to ask} {choices} default value
;; Any text comments following the declaration, up to the next blank line. ;; Any text comments following the declaration, up to the next blank line.
;; will be copied to the generated file (NOTE: generation is not yet implemented) ;; will be copied to the generated file (NOTE: generation is not yet
;; implemented)
;;
;; A * in the choices list will allow an empty entry. ;; A * in the choices list will allow an empty entry.
;; An empty question will set the default if the dependencies are ;; An empty question will set the default if the dependencies are
;; satisfied. ;; satisfied.
;; ;;
;; ; denotes a commented out option. ;; ; denotes a commented out option.
;; Any options added to OpenSim.ini.example should be initially commented out. ;; Any options added to OpenSim.ini.example should be initially commented
;; out.
[Startup] [Startup]
@ -47,9 +54,12 @@
;# {save_crashes} {} {Save crashes to disk?} {true false} false ;# {save_crashes} {} {Save crashes to disk?} {true false} false
;; Set this to true if you want to log crashes to disk ;; Set this to true if you want to log crashes to disk
;; this can be useful when submitting bug reports. ;; this can be useful when submitting bug reports.
;; However, this will only log crashes within OpenSimulator that cause the entire program to exit ;; However, this will only log crashes within OpenSimulator that cause the
;; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures. ;; entire program to exit
;; You will need to capture these native stack traces by recording the session log itself. ;; It will not log crashes caused by virtual machine failures, which
;; includes mono and ODE failures.
;; You will need to capture these native stack traces by recording the
;; session log itself.
; save_crashes = false ; save_crashes = false
;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
@ -88,35 +98,46 @@
; allow_regionless = false ; allow_regionless = false
;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001 ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
;; Minimum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMin!). ;; Minimum size for non-physical prims. Affects resizing of existing
;; prims. This can be overriden in the region config file (as
;; NonPhysicalPrimMin!).
; NonPhysicalPrimMin = 0.001 ; NonPhysicalPrimMin = 0.001
;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256 ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
;; Maximum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMax!). ;; Maximum size for non-physical prims. Affects resizing of existing
;; prims. This can be overriden in the region config file (as
;; NonPhysicalPrimMax!).
; NonPhysicalPrimMax = 256 ; NonPhysicalPrimMax = 256
;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10 ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file. ;; Maximum size where a prim can be physical. Affects resizing of
;; existing prims. This can be overriden in the region config file.
; PhysicalPrimMin = 0.01 ; PhysicalPrimMin = 0.01
;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10 ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file. ;; Maximum size where a prim can be physical. Affects resizing of
;; existing prims. This can be overriden in the region config file.
; PhysicalPrimMax = 10 ; PhysicalPrimMax = 10
;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum ;; If a viewer attempts to rez a prim larger than the non-physical or
;; physical prim max, clamp the dimensions to the appropriate maximum
;; This can be overriden in the region config file. ;; This can be overriden in the region config file.
; ClampPrimSize = false ; ClampPrimSize = false
;# {LinksetPrims} {} {Max prims an object will hold?} {} 0 ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
;; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero. ;; Maximum number of prims allowable in a linkset. Affects creating new
;; linksets. Ignored if less than or equal to zero.
;; This can be overriden in the region config file. ;; This can be overriden in the region config file.
; LinksetPrims = 0 ; LinksetPrims = 0
;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region. ;; Allow scripts to keep running when they cross region boundaries, rather
;; This only applies when crossing to a region running in a different simulator. ;; than being restarted. State is reloaded on the destination region.
;; For crossings where the regions are on the same simulator the script is always kept running. ;; This only applies when crossing to a region running in a different
;; simulator.
;; For crossings where the regions are on the same simulator the script is
;; always kept running.
; AllowScriptCrossing = true ; AllowScriptCrossing = true
;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
@ -186,7 +207,8 @@
;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
;; OpenDynamicsEngine is by some distance the most developed physics engine ;; OpenDynamicsEngine is by some distance the most developed physics engine
;; BulletSim is incomplete and experimental but in active development ;; BulletSim is incomplete and experimental but in active development
;; basicphysics effectively does not model physics at all, making all objects phantom ;; basicphysics effectively does not model physics at all, making all
;; objects phantom
;; Default is OpenDynamicsEngine ;; Default is OpenDynamicsEngine
; physics = OpenDynamicsEngine ; physics = OpenDynamicsEngine
; physics = BulletSim ; physics = BulletSim
@ -229,8 +251,9 @@
;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
;; More control over permissions ;; More control over permissions
;; This is definitely not SL! ;; This is definitely not SL!
;; Provides a simple control for land owners to give build rights to specific avatars ;; Provides a simple control for land owners to give build rights to
;; in publicly accessible parcels that disallow object creation in general. ;; specific avatars in publicly accessible parcels that disallow object
;; creation in general.
;; Owners specific avatars by adding them to the Access List of the parcel ;; Owners specific avatars by adding them to the Access List of the parcel
;; without having to use the Groups feature ;; without having to use the Groups feature
; simple_build_permissions = false ; simple_build_permissions = false
@ -266,11 +289,14 @@
; DrawPrimOnMapTile = true ; DrawPrimOnMapTile = true
;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
;; required
; HttpProxy = "http://proxy.com:8080" ; HttpProxy = "http://proxy.com:8080"
;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {} ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
;; 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 ;; 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.
;; For example, servers inside your firewall. ;; For example, servers inside your firewall.
;; Separate patterns with a ';' ;; Separate patterns with a ';'
; HttpProxyExceptions = ".mydomain.com;localhost" ; HttpProxyExceptions = ".mydomain.com;localhost"
@ -289,13 +315,15 @@
; SpawnPointRouting = closest ; SpawnPointRouting = closest
;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
;; TelehubAllowLandmark allows users with landmarks to override telehub routing and land at the landmark coordinates when set to true ;; TelehubAllowLandmark allows users with landmarks to override telehub
;; routing and land at the landmark coordinates when set to true
;; default is false ;; default is false
; TelehubAllowLandmark = false ; TelehubAllowLandmark = false
;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {} ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
;; Bar (|) separated list of viewers which may gain access to the regions. ;; Bar (|) separated list of viewers which may gain access to the regions.
;; One can use a substring of the viewer name to enable only certain versions ;; One can use a substring of the viewer name to enable only certain
;; versions
;; Example: Agent uses the viewer "Imprudence 1.3.2.0" ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has access ;; - "Imprudence" has access
;; - "Imprudence 1.3" has access ;; - "Imprudence 1.3" has access
@ -304,7 +332,8 @@
;# {BannedClients} {} {Bar (|) separated list of banned clients} {} ;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
;# Bar (|) separated list of viewers which may not gain access to the regions. ;# Bar (|) separated list of viewers which may not gain access to the regions.
;; One can use a Substring of the viewer name to disable only certain versions ;; One can use a Substring of the viewer name to disable only certain
;; versions
;; Example: Agent uses the viewer "Imprudence 1.3.2.0" ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has no access ;; - "Imprudence" has no access
;; - "Imprudence 1.3" has no access ;; - "Imprudence 1.3" has no access
@ -450,7 +479,8 @@
[SimulatorFeatures] [SimulatorFeatures]
;# {MapImageServerURI} {} {URL for the map server} {} ;# {MapImageServerURI} {} {URL for the map server} {}
; Experimental new information sent in SimulatorFeatures cap for Kokua viewers ; Experimental new information sent in SimulatorFeatures cap for Kokua
; viewers
; meant to override the MapImage and search server url given at login, and varying ; meant to override the MapImage and search server url given at login, and varying
; on a sim-basis. ; on a sim-basis.
; Viewers that don't understand it, will ignore it ; Viewers that don't understand it, will ignore it