Misc cleanup.
parent
a42569d896
commit
9d9fcac038
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@ -520,7 +520,7 @@ namespace OpenSim.Framework
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}
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/// <summary>
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/// Depreciated idea. Number of visitors ~= free money
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/// Deprecated idea. Number of visitors ~= free money
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/// </summary>
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public int Dwell {
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get {
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@ -64,7 +64,7 @@ namespace OpenSim.Framework.Tests
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Vector3 StartPos = new Vector3(5, 23, 125);
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UUID SecureSessionId = UUID.Random();
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UUID SessionId = UUID.Random();
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// TODO: unused: UUID SessionId = UUID.Random();
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m_agentCircuitData1 = new AgentCircuitData();
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m_agentCircuitData1.AgentID = AgentId1;
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@ -161,7 +161,7 @@ namespace OpenSim.Framework.Tests
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/// Worker thread 0
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/// </summary>
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/// <param name="o"></param>
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public void run( object o)
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public void run(object o)
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{
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while (running)
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{
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@ -450,7 +450,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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responseMap["sim_host"] = OSD.FromString(reg.ExternalHostName);
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// DEPRECIATED
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// DEPRECATED
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responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(reg.ExternalHostName).ToString());
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responseMap["connect"] = OSD.FromBoolean(true);
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@ -591,7 +591,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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httpaddr = httpsCN;
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}
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// DEPRECIATED
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// DEPRECATED
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responseMap["seed_capability"]
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= OSD.FromString(
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regionCapsHttpProtocol + httpaddr + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(userCap.CapsObjectPath));
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@ -764,7 +764,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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responseMap["sim_port"] = OSD.FromInteger(reg.InternalEndPoint.Port);
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responseMap["sim_host"] = OSD.FromString(reg.ExternalHostName);// + ":" + reg.InternalEndPoint.Port.ToString());
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// DEPRECIATED
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// DEPRECATED
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responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(reg.ExternalHostName).ToString());
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responseMap["session_id"] = OSD.FromUUID(SessionID);
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@ -851,7 +851,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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string rezRespSeedCap = "";
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// DEPRECIATED
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// DEPRECATED
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if (rezResponseMap.ContainsKey("seed_capability"))
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rezRespSeedCap = rezResponseMap["seed_capability"].AsString();
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@ -863,7 +863,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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if (rezResponseMap.ContainsKey("rez_avatar/rez"))
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rezRespSeedCap = rezResponseMap["rez_avatar/rez"].AsString();
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// DEPRECIATED
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// DEPRECATED
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string rezRespSim_ip = rezResponseMap["sim_ip"].AsString();
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string rezRespSim_host = rezResponseMap["sim_host"].AsString();
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@ -879,13 +879,13 @@ namespace OpenSim.Region.CoreModules.InterGrid
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{
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RezResponsePositionArray = (OSDArray)rezResponseMap["position"];
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}
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// DEPRECIATED
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// DEPRECATED
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responseMap["seed_capability"] = OSD.FromString(rezRespSeedCap);
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// REPLACEMENT r3
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responseMap["region_seed_capability"] = OSD.FromString(rezRespSeedCap);
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// DEPRECIATED
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// DEPRECATED
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responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(rezRespSim_ip).ToString());
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responseMap["sim_host"] = OSD.FromString(rezRespSim_host);
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@ -63,7 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void OnNewClientDelegate(IClientAPI client);
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/// <summary>
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/// Depreciated in favour of OnClientConnect.
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/// Deprecated in favour of OnClientConnect.
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/// Will be marked Obsolete after IClientCore has 100% of IClientAPI interfaces.
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/// </summary>
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public event OnNewClientDelegate OnNewClient;
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@ -928,25 +928,22 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// Primitive Ray Tracing
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float closestDistance = 280f;
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EntityIntersection returnResult = new EntityIntersection();
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EntityIntersection result = new EntityIntersection();
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List<EntityBase> EntityList = GetEntities();
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foreach (EntityBase ent in EntityList)
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{
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup reportingG = (SceneObjectGroup)ent;
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EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
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if (result.HitTF)
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EntityIntersection inter = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
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if (inter.HitTF && inter.distance < closestDistance)
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{
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if (result.distance < closestDistance)
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{
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closestDistance = result.distance;
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returnResult = result;
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}
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closestDistance = inter.distance;
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result = inter;
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}
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}
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}
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return returnResult;
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return result;
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}
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/// <summary>
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@ -979,7 +976,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (SceneObjectPart p in ((SceneObjectGroup) ent).GetParts())
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{
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if (p.Name==name)
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if (p.Name == name)
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{
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return p;
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}
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@ -555,7 +555,7 @@ namespace OpenSim.Region.Framework.Scenes
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// If we get a result, we're going to find the closest result to the origin of the ray
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// and send back the intersection information back to the innerscene.
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EntityIntersection returnresult = new EntityIntersection();
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EntityIntersection result = new EntityIntersection();
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lock (m_parts)
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{
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@ -576,26 +576,23 @@ namespace OpenSim.Region.Framework.Scenes
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// when the camera crosses the border.
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float idist = Constants.RegionSize;
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if (inter.HitTF)
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{
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// We need to find the closest prim to return to the testcaller along the ray
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if (inter.distance < idist)
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{
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returnresult.HitTF = true;
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returnresult.ipoint = inter.ipoint;
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returnresult.obj = part;
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returnresult.normal = inter.normal;
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returnresult.distance = inter.distance;
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result.HitTF = true;
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result.ipoint = inter.ipoint;
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result.obj = part;
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result.normal = inter.normal;
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result.distance = inter.distance;
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}
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}
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}
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}
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return returnresult;
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return result;
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}
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/// <summary>
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/// Gets a vector representing the size of the bounding box containing all the prims in the group
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/// Treats all prims as rectangular, so no shape (cut etc) is taken into account
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@ -652,7 +649,6 @@ namespace OpenSim.Region.Framework.Scenes
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frontBottomRight.Y = orig.Y + (part.Scale.Y / 2);
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frontBottomRight.Z = orig.Z - (part.Scale.Z / 2);
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backTopLeft.X = orig.X + (part.Scale.X / 2);
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backTopLeft.Y = orig.Y - (part.Scale.Y / 2);
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backTopLeft.Z = orig.Z + (part.Scale.Z / 2);
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@ -839,7 +835,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (backBottomLeft.Z < minZ)
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minZ = backBottomLeft.Z;
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}
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}
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Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
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@ -860,6 +855,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z);
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return boundingBox;
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}
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#endregion
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public void SaveScriptedState(XmlTextWriter writer)
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@ -1029,8 +1025,8 @@ namespace OpenSim.Region.Framework.Scenes
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//m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
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//AttachToBackup();
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//m_rootPart.ScheduleFullUpdate();
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}
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/// <summary>
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///
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/// </summary>
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@ -1130,6 +1126,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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// helper provided for parts.
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public int GetSceneMaxUndo()
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{
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@ -1183,7 +1180,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectPart part = GetChildPart(localId);
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OnGrabPart(part, offsetPos, remoteClient);
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}
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}
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@ -1267,28 +1263,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if ((aggregateScriptEvents & scriptEvents.at_target) != 0)
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{
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m_scriptListens_atTarget = true;
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}
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else
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{
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m_scriptListens_atTarget = false;
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}
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m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
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m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
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if ((aggregateScriptEvents & scriptEvents.not_at_target) != 0)
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{
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m_scriptListens_notAtTarget = true;
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}
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else
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{
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m_scriptListens_notAtTarget = false;
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}
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if (m_scriptListens_atTarget || m_scriptListens_notAtTarget)
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{
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}
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else
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if (!m_scriptListens_atTarget && !m_scriptListens_notAtTarget)
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{
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lock (m_targets)
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m_targets.Clear();
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@ -1787,9 +1765,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// Set the owner of the root part.
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/// </summary>
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@ -2710,11 +2710,10 @@ if (m_shape != null) {
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public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
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{
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// In this case we're using a sphere with a radius of the largest dimention of the prim
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// In this case we're using a sphere with a radius of the largest dimension of the prim
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// TODO: Change to take shape into account
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EntityIntersection returnresult = new EntityIntersection();
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EntityIntersection result = new EntityIntersection();
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Vector3 vAbsolutePosition = AbsolutePosition;
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Vector3 vScale = Scale;
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Vector3 rOrigin = iray.Origin;
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Vector3 tmVal6 = vAbsolutePosition*rOrigin;
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// Set Radius to the largest dimention of the prim
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// Set Radius to the largest dimension of the prim
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float radius = 0f;
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if (vScale.X > radius)
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radius = vScale.X;
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if (rootsqr < 0.0f)
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{
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// No intersection
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return returnresult;
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return result;
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}
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float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
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if (root < 0.0f)
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{
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// nope, no intersection
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return returnresult;
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return result;
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}
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}
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@ -2788,12 +2786,12 @@ if (m_shape != null) {
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new Vector3(iray.Origin.X + (iray.Direction.X*root), iray.Origin.Y + (iray.Direction.Y*root),
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iray.Origin.Z + (iray.Direction.Z*root));
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returnresult.HitTF = true;
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returnresult.ipoint = ipoint;
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result.HitTF = true;
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result.ipoint = ipoint;
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// Normal is calculated by the difference and then normalizing the result
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Vector3 normalpart = ipoint - vAbsolutePosition;
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returnresult.normal = normalpart / normalpart.Length();
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result.normal = normalpart / normalpart.Length();
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// It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't.
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// I can write a function to do it.. but I like the fact that this one is Static.
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@ -2802,9 +2800,9 @@ if (m_shape != null) {
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Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z);
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float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
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returnresult.distance = distance;
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result.distance = distance;
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return returnresult;
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return result;
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}
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public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters)
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@ -3008,9 +3006,9 @@ if (m_shape != null) {
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//distance[i] = (normals[i].X * AmBa.X + normals[i].Y * AmBa.Y + normals[i].Z * AmBa.Z) * -1;
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}
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EntityIntersection returnresult = new EntityIntersection();
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EntityIntersection result = new EntityIntersection();
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returnresult.distance = 1024;
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result.distance = 1024;
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float c = 0;
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float a = 0;
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float d = 0;
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@ -3030,7 +3028,7 @@ if (m_shape != null) {
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//{
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//if (iray.Origin.Dot(normals[i]) > d)
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//{
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//return returnresult;
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//return result;
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//}
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// else
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//{
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@ -3044,7 +3042,7 @@ if (m_shape != null) {
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//{
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//if (a > fmin)
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//{
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//return returnresult;
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//return result;
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//}
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//fmax = a;
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//}
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@ -3056,7 +3054,7 @@ if (m_shape != null) {
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//{
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//if (a < 0 || a < fmax)
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//{
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//return returnresult;
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//return result;
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//}
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//fmin = a;
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//}
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@ -3112,17 +3110,17 @@ if (m_shape != null) {
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// distance2 = (float)GetDistanceTo(q, iray.Origin);
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//}
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if (distance2 < returnresult.distance)
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if (distance2 < result.distance)
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{
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returnresult.distance = distance2;
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returnresult.HitTF = true;
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returnresult.ipoint = q;
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result.distance = distance2;
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result.HitTF = true;
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result.ipoint = q;
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//m_log.Info("[FACE]:" + i.ToString());
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//m_log.Info("[POINT]: " + q.ToString());
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//m_log.Info("[DIST]: " + distance2.ToString());
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if (faceCenters)
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{
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returnresult.normal = AAfacenormals[i] * AXrot;
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result.normal = AAfacenormals[i] * AXrot;
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Vector3 scaleComponent = AAfacenormals[i];
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float ScaleOffset = 0.5f;
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@ -3130,20 +3128,20 @@ if (m_shape != null) {
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if (scaleComponent.Y != 0) ScaleOffset = AXscale.Y;
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if (scaleComponent.Z != 0) ScaleOffset = AXscale.Z;
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ScaleOffset = Math.Abs(ScaleOffset);
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Vector3 offset = returnresult.normal * ScaleOffset;
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returnresult.ipoint = AXpos + offset;
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Vector3 offset = result.normal * ScaleOffset;
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result.ipoint = AXpos + offset;
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///pos = (intersectionpoint + offset);
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}
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else
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{
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returnresult.normal = normals[i];
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result.normal = normals[i];
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}
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returnresult.AAfaceNormal = AAfacenormals[i];
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result.AAfaceNormal = AAfacenormals[i];
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}
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}
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}
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return returnresult;
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return result;
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}
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/// <summary>
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@ -212,6 +212,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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bool Bright { get; set; } // SetPrimParms(FULLBRIGHT)
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double Bloom { get; set; } // SetPrimParms(GLOW)
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bool Shiny { get; set; } // SetPrimParms(SHINY)
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bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECIATE IN FAVOUR OF UUID?]
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bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECATE IN FAVOUR OF UUID?]
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}
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}
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@ -347,18 +347,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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#endif
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}
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// zero out a heightmap array float array (single dimention [flattened]))
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// zero out a heightmap array float array (single dimension [flattened]))
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if ((int)Constants.RegionSize == 256)
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_heightmap = new float[514*514];
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else
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_heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
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_watermap = new float[258 * 258];
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// Zero out the prim spaces array (we split our space into smaller spaces so
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// we can hit test less.
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}
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@ -2197,7 +2192,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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/// <summary>
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/// Called when a static prim moves. Allocates a space for the prim based on it's position
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/// Called when a static prim moves. Allocates a space for the prim based on its position
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/// </summary>
|
||||
/// <param name="geom">the pointer to the geom that moved</param>
|
||||
/// <param name="pos">the position that the geom moved to</param>
|
||||
|
@ -3013,7 +3008,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
float[] returnarr = new float[262144];
|
||||
float[,] resultarr = new float[m_regionWidth, m_regionHeight];
|
||||
|
||||
// Filling out the array into it's multi-dimentional components
|
||||
// Filling out the array into its multi-dimensional components
|
||||
for (int y = 0; y < m_regionHeight; y++)
|
||||
{
|
||||
for (int x = 0; x < m_regionWidth; x++)
|
||||
|
@ -3126,7 +3121,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
float[] returnarr = new float[262144];
|
||||
float[,] resultarr = new float[m_regionWidth,m_regionHeight];
|
||||
|
||||
// Filling out the array into it's multi-dimentional components
|
||||
// Filling out the array into its multi-dimensional components
|
||||
for (int y = 0; y < m_regionHeight; y++)
|
||||
{
|
||||
for (int x = 0; x < m_regionWidth; x++)
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
save_crashes = false
|
||||
|
||||
; Directory to save crashes to if above is enabled
|
||||
; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
|
||||
; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
|
||||
crash_dir = "crashes"
|
||||
|
||||
; Place to create a PID file
|
||||
|
@ -14,16 +14,16 @@
|
|||
; Set HttpProxy to the URL for your proxy server if you would like
|
||||
; to proxy llHTTPRequests through a firewall
|
||||
; HttpProxy = "http://proxy.com"
|
||||
; Set HttpProxyExceptions to a list of regular expressions for
|
||||
; Set HttpProxyExceptions to a list of regular expressions for
|
||||
; URLs that you don't want going through the proxy such as servers
|
||||
; inside your firewall, separate patterns with a ';'
|
||||
; HttpProxyExceptions = ".mydomain.com;localhost"
|
||||
|
||||
; Set this to true if you are connecting your OpenSimulator regions to a grid
|
||||
; Set this to false if you are running OpenSimulator in standalone mode
|
||||
; Set this to true if you are connecting your regions to a grid
|
||||
; Set this to false if you are running in standalone mode
|
||||
gridmode = false
|
||||
|
||||
; Set this to true if you want this OpenSimulator to run the Hypergrid functionality
|
||||
|
||||
; Set this to true if you want Hypergrid functionality
|
||||
hypergrid = false
|
||||
|
||||
startup_console_commands_file = "startup_commands.txt"
|
||||
|
@ -39,7 +39,7 @@
|
|||
; Enables EventQueueGet Service.
|
||||
EventQueue = true
|
||||
|
||||
; Set this to the DLL containig the client stack to use.
|
||||
; Set this to the DLL containing the client stack to use.
|
||||
clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
|
||||
|
||||
; ##
|
||||
|
@ -60,7 +60,7 @@
|
|||
; except that everything is also enclosed in a <Regions> tag.
|
||||
; regionload_webserver_url = "http://example.com/regions.xml";
|
||||
|
||||
; Draw objects on maptile. This step might take a long time if you've got a huge amount of
|
||||
; Draw objects on maptile. This step might take a long time if you've got a large number of
|
||||
; objects, so you can turn it off here if you'd like.
|
||||
DrawPrimOnMapTile = true
|
||||
; Use terrain texture for maptiles if true, use shaded green if false
|
||||
|
@ -109,11 +109,11 @@
|
|||
; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
|
||||
; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
|
||||
; locally. This will mean you won't be able to take items using your assets to other people's regions.
|
||||
|
||||
|
||||
; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
|
||||
; prevent frequently changing objects from heavily loading the region data store.
|
||||
; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
|
||||
;
|
||||
;
|
||||
; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
|
||||
MinimumTimeBeforePersistenceConsidered = 60
|
||||
; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
|
||||
|
@ -129,11 +129,11 @@
|
|||
; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
|
||||
physical_prim = true
|
||||
|
||||
; Select a mesher here. ZeroMesher is save and fast.
|
||||
; Select a mesher here. ZeroMesher is safe and fast.
|
||||
; ZeroMesher also means that the physics engine models the physics of prims
|
||||
; sticking to the basic shapes the engine does support. Usually this is only a box.
|
||||
; Meshmerizer gives a better handling of complex prims by using triangle meshes.
|
||||
; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
|
||||
; Note that only ODE physics currently deals with meshed prims in a satisfactory way
|
||||
;
|
||||
meshing = ZeroMesher
|
||||
;meshing = Meshmerizer
|
||||
|
@ -165,20 +165,20 @@
|
|||
|
||||
; Control user types that are allowed to create new scripts
|
||||
; Only enforced if serviceside_object_permissions is true
|
||||
;
|
||||
; Current possible values are
|
||||
;
|
||||
; Current possible values are
|
||||
; all - anyone can create scripts (subject to normal permissions)
|
||||
; gods - only administrators can create scripts (as long as allow_grid_gods is true)
|
||||
; Default value is all
|
||||
; Default value is all
|
||||
; allowed_script_creators = all
|
||||
|
||||
; Control user types that are allowed to edit (save) scripts
|
||||
; Only enforced if serviceside_object_permissions is true
|
||||
;
|
||||
; Current possible values are
|
||||
;
|
||||
; Current possible values are
|
||||
; all - anyone can edit scripts (subject to normal permissions)
|
||||
; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
|
||||
; Default value is all
|
||||
; Default value is all
|
||||
; allowed_script_editors = all
|
||||
|
||||
; ##
|
||||
|
@ -220,9 +220,9 @@
|
|||
; FLYSLOW, and the "always run" state will be the regular fly.
|
||||
|
||||
enableflyslow = false
|
||||
|
||||
|
||||
; PreJump is an additional animation state, but it probably
|
||||
; won't look right until the physics engine supports it
|
||||
; won't look right until the physics engine supports it
|
||||
; (i.e delays takeoff for a moment)
|
||||
|
||||
; This is commented so it will come on automatically once it's
|
||||
|
@ -290,7 +290,7 @@
|
|||
; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute
|
||||
; Default is ./inventory/Libraries.xml
|
||||
LibrariesXMLFile="./inventory/Libraries.xml"
|
||||
|
||||
|
||||
[Network]
|
||||
http_listener_port = 9000
|
||||
default_location_x = 1000
|
||||
|
@ -337,10 +337,10 @@
|
|||
|
||||
[ClientStack.LindenUDP]
|
||||
; This is the multiplier applied to all client throttles for outgoing UDP network data
|
||||
; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
|
||||
; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
|
||||
; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
|
||||
; will actually push down data at a maximum rate of 750 kilobits per second).
|
||||
;
|
||||
;
|
||||
; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
|
||||
; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
|
||||
; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
|
||||
|
@ -350,11 +350,11 @@
|
|||
; Currently this setting is 2 by default because we currently send much more texture data than is strictly
|
||||
; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
|
||||
; of textures at different levels of quality is improved.
|
||||
;
|
||||
;
|
||||
; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
|
||||
; unexpected difficulties
|
||||
client_throttle_multiplier = 2;
|
||||
|
||||
|
||||
; the client socket receive buffer size determines how many
|
||||
; incoming requests we can process; the default on .NET is 8192
|
||||
; which is about 2 4k-sized UDP datagrams. On mono this is
|
||||
|
@ -429,9 +429,8 @@
|
|||
; surface layer around geometries other geometries can sink into before generating a contact
|
||||
world_contact_surface_layer = 0.001
|
||||
|
||||
; Filtering Collisions helps keep things stable physics wise, but sometimes
|
||||
; it can be over zealous. If you notice bouncing, chances are it's being just
|
||||
; that
|
||||
; Filtering collisions helps keep things stable physics wise, but sometimes
|
||||
; it can be overzealous. If you notice bouncing, chances are it's that.
|
||||
filter_collisions = false
|
||||
|
||||
; Non Moving Terrain Contact (avatar isn't moving)
|
||||
|
@ -551,15 +550,15 @@
|
|||
; ## Joint support
|
||||
; ##
|
||||
|
||||
; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
|
||||
; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
|
||||
; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
|
||||
; default is false
|
||||
;use_NINJA_physics_joints = true
|
||||
|
||||
|
||||
; ##
|
||||
; ## additional meshing options
|
||||
; ##
|
||||
|
||||
|
||||
; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
|
||||
; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
|
||||
; true. Note that this will increase memory usage and region startup time. Default is false.
|
||||
|
@ -602,10 +601,10 @@
|
|||
;region_limit = 0
|
||||
|
||||
; enable only those methods you deem to be appropriate using a | delimited whitelist
|
||||
; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
|
||||
; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
|
||||
; if this parameter is not specified but enabled = true, all methods will be available
|
||||
enabled_methods = all
|
||||
|
||||
|
||||
|
||||
[RestPlugins]
|
||||
; Change this to true to enable REST Plugins. This must be true if you wish to use
|
||||
|
@ -739,7 +738,7 @@
|
|||
; Density of cloud cover 0.0 to 1.0 Defult 0.5
|
||||
density = 0.5
|
||||
|
||||
; update interval for the cloud cover data returned by llCloud().
|
||||
; update interval for the cloud cover data returned by llCloud().
|
||||
; default is 1000
|
||||
cloud_update_rate = 1000
|
||||
|
||||
|
@ -914,7 +913,7 @@
|
|||
; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
|
||||
snapshot_cache_directory = "DataSnapshot"
|
||||
|
||||
; This semicolon-separated string serves to notify specific data services about the existence
|
||||
; This semicolon-separated string serves to notify specific data services about the existence
|
||||
; of this sim. Uncomment if you want to index your data with this and/or other search providers.
|
||||
;data_services="http://metaverseink.com/cgi-bin/register.py"
|
||||
|
||||
|
@ -997,7 +996,7 @@
|
|||
DefaultCompileLanguage = lsl
|
||||
|
||||
; List of allowed languages (lsl,vb,js,cs)
|
||||
; AllowedCompilers=lsl,cs,js,vb.
|
||||
; AllowedCompilers=lsl,cs,js,vb.
|
||||
; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
|
||||
AllowedCompilers=lsl
|
||||
|
||||
|
@ -1050,13 +1049,13 @@
|
|||
; Comma separated list of UUIDS allows the function for that list of UUIDS
|
||||
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
|
||||
|
||||
; Allow for llCreateLink and llBreakLink to work without asking for permission
|
||||
; Allow for llCreateLink and llBreakLink to work without asking for permission
|
||||
; only enable this in a trusted environment otherwise you may be subject to hijacking
|
||||
; AutomaticLinkPermission = false
|
||||
|
||||
; Disable underground movement of prims (default true); set to
|
||||
; false to allow script controlled underground positioning of
|
||||
; prims
|
||||
; prims
|
||||
; DisableUndergroundMovement = true
|
||||
|
||||
|
||||
|
@ -1164,7 +1163,7 @@
|
|||
[MRM]
|
||||
; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK.
|
||||
; default is false
|
||||
Enabled = false
|
||||
Enabled = false
|
||||
|
||||
|
||||
[Hypergrid]
|
||||
|
@ -1176,7 +1175,7 @@
|
|||
; The VivoxVoice module will allow you to provide voice on your
|
||||
; region(s). It uses the same voice technology as the LL grid and
|
||||
; works with recent LL clients (we have tested 1.22.9.110075, so
|
||||
; anything later ought to be fine as well).
|
||||
; anything later ought to be fine as well).
|
||||
;
|
||||
; For this to work you need to obtain an admin account from Vivox
|
||||
; that allows you to create voice accounts and region channels.
|
||||
|
@ -1234,14 +1233,14 @@
|
|||
; In order for this to work you need a functioning freeswitch pbx set
|
||||
; up. Configuration for that will be posted in the wiki soon.
|
||||
enabled = false
|
||||
;FreeSwitch server is going to contact us and ask us all
|
||||
;sorts of things.
|
||||
freeswitch_server_user = freeswitch
|
||||
freeswitch_server_pass = password
|
||||
freeswitch_api_prefix = /api
|
||||
; this is the IP of your sim
|
||||
;FreeSwitch server is going to contact us and ask us all
|
||||
;sorts of things.
|
||||
freeswitch_server_user = freeswitch
|
||||
freeswitch_server_pass = password
|
||||
freeswitch_api_prefix = /api
|
||||
; this is the IP of your sim
|
||||
freeswitch_service_server = ip.address.of.your.sim
|
||||
;freeswitch_service_port = 80
|
||||
;freeswitch_service_port = 80
|
||||
; this should be the same port the region listens on
|
||||
freeswitch_service_port = 9000
|
||||
freeswitch_realm = ip.address.of.freeswitch.server
|
||||
|
@ -1251,15 +1250,15 @@
|
|||
freeswitch_echo_server = ip.address.of.freeswitch.server
|
||||
freeswitch_echo_port = 50505
|
||||
freeswitch_well_known_ip = ip.address.of.freeswitch.server
|
||||
|
||||
|
||||
;Type the address of your http server here, hostname is allowed. This is provided so you can specify a hostname
|
||||
;This is used by client for account verification. By default, it's the same as the freeswitch service server.
|
||||
|
||||
|
||||
;opensim_well_known_http_address = Address_Of_your_SIM_HTTP_Server_Hostname_Allowed
|
||||
|
||||
freeswitch_default_timeout = 5000
|
||||
freeswitch_subscribe_retry = 120
|
||||
; freeswitch_password_reset_url =
|
||||
; freeswitch_password_reset_url =
|
||||
|
||||
|
||||
[Groups]
|
||||
|
@ -1268,19 +1267,19 @@
|
|||
; This is the current groups stub in Region.CoreModules.Avatar.Groups
|
||||
Module = Default
|
||||
|
||||
; The PHP code for the server is available from the Flotsam project for you to deploy
|
||||
; The PHP code for the server is available from the Flotsam project for you to deploy
|
||||
; to your own server. The Flotsam project is located at http://code.google.com/p/flotsam/
|
||||
;
|
||||
;Module = GroupsModule
|
||||
|
||||
|
||||
; Enable Group Notices
|
||||
;NoticesEnabled = true
|
||||
;NoticesEnabled = true
|
||||
|
||||
; This makes the Groups modules very chatty on the console.
|
||||
;DebugEnabled = true
|
||||
|
||||
; Specify which messaging module to use for groups messaging and if it's enabled
|
||||
;MessagingModule = GroupsMessagingModule
|
||||
; Specify which messaging module to use for groups messaging and if it's enabled
|
||||
;MessagingModule = GroupsMessagingModule
|
||||
;MessagingEnabled = true
|
||||
|
||||
; Service connector to Groups Service [Select One]
|
||||
|
@ -1290,9 +1289,9 @@
|
|||
;XmlRpcServiceReadKey = 1234
|
||||
;XmlRpcServiceWriteKey = 1234
|
||||
|
||||
; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
|
||||
; this is a work around fora problem discovered on some Windows based region servers.
|
||||
; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
|
||||
; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
|
||||
; this is a work around fora problem discovered on some Windows based region servers.
|
||||
; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
|
||||
; System.Net.WebException: The request was aborted: The request was canceled.
|
||||
;
|
||||
; XmlRpcDisableKeepAlive = false
|
||||
|
@ -1321,7 +1320,7 @@
|
|||
;FullUpdateRate=14
|
||||
|
||||
;PacketMTU = 1400
|
||||
|
||||
|
||||
; TextureUpdateRate (mS) determines how many times per second
|
||||
; texture send processing will occur. The default is 100mS.
|
||||
;
|
||||
|
@ -1371,7 +1370,6 @@
|
|||
; to customize your data
|
||||
|
||||
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; The below pulls in optional module config files
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
|
Loading…
Reference in New Issue