diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 8a451ecdad..e9bdabc7fe 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -221,10 +221,10 @@ ; to false if you have compatibility problems. ;CacheSculptMaps = true - ; Choose one of the physics engines below - ; OpenDynamicsEngine is by some distance the most developed physics engine - ; basicphysics effectively does not model physics at all, making all objects phantom - + ; Choose one of the physics engines below. + ; OpenDynamicsEngine is by some distance the most developed physics engine. + ; BulletSim is a high performance, up-and-coming physics engine. + ; basicphysics effectively does not model physics at all, making all objects phantom. physics = OpenDynamicsEngine ;physics = basicphysics ;physics = POS @@ -908,15 +908,18 @@ [BulletSim] ; World parameters - DefaultFriction = 0.50 + DefaultFriction = 0.20 DefaultDensity = 10.000006836 DefaultRestitution = 0.0 Gravity = -9.80665 - TerrainFriction = 0.50 - TerrainHitFriction = 0.8 + TerrainFriction = 0.30 + TerrainHitFraction = 0.8 TerrainRestitution = 0 + TerrainCollisionMargin = 0.04 + AvatarFriction = 0.2 + AvatarStandingFriction = 0.99 AvatarRestitution = 0.0 AvatarDensity = 60.0 AvatarCapsuleWidth = 0.6 @@ -930,27 +933,15 @@ LinearDamping = 0.0 AngularDamping = 0.0 DeactivationTime = 0.2 - LinearSleepingThreshold = 0.8 - AngularSleepingThreshold = 1.0 - CcdMotionThreshold = 0.0 - CcdSweptSphereRadius = 0.0 - ContactProcessingThreshold = 0.1 - ; If setting a pool size, also disable dynamic allocation (default pool size is 4096 with dynamic alloc) - MaxPersistantManifoldPoolSize = 0 - ShouldDisableContactPoolDynamicAllocation = False - ShouldForceUpdateAllAabbs = False - ShouldRandomizeSolverOrder = True - ShouldSplitSimulationIslands = True - ShouldEnableFrictionCaching = False - NumberOfSolverIterations = 0 + CollisionMargin = 0.04 ; Linkset constraint parameters + LinkImplementation = 1 ; 0=constraint, 1=compound LinkConstraintUseFrameOffset = False LinkConstraintEnableTransMotor = True LinkConstraintTransMotorMaxVel = 5.0 LinkConstraintTransMotorMaxForce = 0.1 - ; Whether to mesh sculpties MeshSculptedPrim = true