From b2604869caf15cbf62722ed900b76855ed8d9bc6 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Sun, 8 Jul 2012 13:02:02 -0400 Subject: [PATCH] Add more automation keys to OpenSim.ini.example --- bin/OpenSim.ini.example | 40 ++++++++++++++++++++++++++++++++++------ 1 file changed, 34 insertions(+), 6 deletions(-) diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index c07e1abeea..ce571ee2d9 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -61,17 +61,20 @@ ;; Place to create a PID file ; PIDFile = "/tmp/my.pid" + ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem ;; Determine where OpenSimulator looks for the files which tell it ;; which regions to server ;; Default is "filesystem" ; region_info_source = "filesystem" ; region_info_source = "web" - + + ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions ;; Determines where the region XML files are stored if you are loading ;; these from the filesystem. ;; Defaults to bin/Regions in your OpenSimulator installation directory ; regionload_regionsdir="C:\somewhere\xmlfiles\" + ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {} ;; Determines the page from which regions xml is retrieved if you are ;; loading these from the web. ;; The XML here has the same format as it does on the filesystem @@ -92,6 +95,7 @@ ;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file. ; PhysicalPrimMax = 10 + ;# {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 ;; This can be overriden in the region config file. ; ClampPrimSize = false @@ -117,6 +121,7 @@ ;; This will likely break them ; CombineContiguousRegions = false + ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false ;; If you have only one region in an instance, or to avoid the many bugs ;; that you can trigger in modules by restarting a region, set this to ;; true to make the entire instance exit instead of restarting the region. @@ -131,14 +136,17 @@ ;; If both of these values are set to zero then persistence of all changed ;; objects will happen on every sweep. + ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60 ;; Objects will be considered for persistance in the next sweep when they ;; have not changed for this number of seconds. ; MinimumTimeBeforePersistenceConsidered = 60 + ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600 ;; Objects will always be considered for persistance in the next sweep ;; if the first change occurred this number of seconds ago. ; MaximumTimeBeforePersistenceConsidered = 600 + ;# {see_into_this_sim_from_neighbor} {} {Should avatars in neighbor sims see objects in this sim?} {true false} true ;; Should avatars in neighbor sims see objects in this sim? ; see_into_this_sim_from_neighbor = true @@ -153,6 +161,7 @@ ;; Note that only the ODE physics engine currently deals with meshed ;; prims in a satisfactory way. + ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer ;; ZeroMesher is faster but leaves the physics engine to model the mesh ;; using the basic shapes that it supports. ;; Usually this is only a box. @@ -161,6 +170,7 @@ ; meshing = ZeroMesher ;; Choose one of the physics engines below + ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine ;; OpenDynamicsEngine is by some distance the most developed physics engine ;; BulletSim is incomplete and experimental but in active development ;; basicphysics effectively does not model physics at all, making all objects phantom @@ -184,38 +194,52 @@ ;; If set to true, then all permissions checks are carried out ; serverside_object_permissions = true + ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false ;; This allows users with a UserLevel of 200 or more to assume god ;; powers in the regions in this simulator. ; allow_grid_gods = false ;; This allows some control over permissions ;; please note that this still doesn't duplicate SL, and is not intended to + ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true + ;; Allow region owners to assume god powers in their regions ; region_owner_is_god = true + + ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false + ;; Allow region managers to assume god powers in regions they manage ; region_manager_is_god = false + + ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true + ;; Allow parcel owners to assume god powers in their parcels ; parcel_owner_is_god = true + ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false ;; More control over permissions ;; This is definitely not SL! - ; Provides a simple control for land owners to give build rights to 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 - ; without having to use the Groups feature + ;; Provides a simple control for land owners to give build rights to 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 + ;; without having to use the Groups feature ; simple_build_permissions = false + ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine ;; Default script engine to use. Currently, we only have XEngine ; DefaultScriptEngine = "XEngine" + ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true ;; Map tile options. You can choose to generate no map tiles at all, ;; generate normal maptiles, or nominate an uploaded texture to ;; be the map tile ; GenerateMaptiles = true + ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0 ;; If desired, a running region can update the map tiles periodically ;; to reflect building activity. This names no sense of you don't have ;; prims on maptiles. Value is in seconds. ; MaptileRefresh = 0 + ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000 ;; If not generating maptiles, use this static texture asset ID ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000" @@ -228,9 +252,11 @@ ;; got a large number of objects, so you can turn it off here if you'd like. ; DrawPrimOnMapTile = true + ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required ; HttpProxy = "http://proxy.com:8080" + ;# {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 ;; For example, servers inside your firewall. ;; Separate patterns with a ';' @@ -254,7 +280,8 @@ ;; default is false ; TelehubAllowLandmark = false - ;# Comma separated list of viewers which may gain access to the regions. + ;# {AllowedViewerList} {} {Comma separated list of allowed viewers} {} + ;; Comma separated list of viewers which may gain access to the regions. ;; One can use a Substring of the viewer name to enable only certain subversions ;; Example: Agent uses the viewer "Imprudence 1.3.2.0" ;; - "Imprudence" has access @@ -262,6 +289,7 @@ ;; - "Imprudence 1.3.1" has no access ;; AllowedViewerList = + ;# {BannedViewerList} {} {Comma separated list of banned viewers} {} ;# Comma 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 subversions ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"