933 lines
44 KiB
Plaintext
933 lines
44 KiB
Plaintext
;; This is the main configuration file for OpenSimulator. If it's named OpenSim.ini
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;; then it will be loaded by OpenSimulator. If it's named OpenSim.ini.example then
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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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;;
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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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;; need to pick an architecture in the [Architecture] section at the end of this file.
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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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;; in the [Startup] section below.
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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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;; OpenSimDefaults.ini. To change a setting, first uncomment it by deleting the initial semicolon (;)
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;; and then change the value. This will override the value in OpenSimDefaults.ini
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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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;; files are loaded then type "config show" on the region console command line.
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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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;;
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;; All leading white space is ignored, but preserved.
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;;
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;; Double semicolons denote a text comment
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;;
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;; ;# denotes a configuration directive description
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;; formatted as:
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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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;; will be copied to the generated file (NOTE: generation is not yet implemented)
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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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;; satisfied.
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;;
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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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[Startup]
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;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
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;; Console prompt
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;; Certain special characters can be used to customize the prompt
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;; Currently, these are
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;; \R - substitute region name
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;; \\ - substitute \
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; ConsolePrompt = "Region (\R) "
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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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;; 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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;; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
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;; You will need to capture these native stack traces by recording the session log itself.
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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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;; Directory to save crashes to if above is enabled
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;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
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; crash_dir = "crashes"
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;# {PIDFile} {} {Path to PID file?} {}
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;; Place to create a PID file
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; PIDFile = "/tmp/my.pid"
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;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
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;; Determine where OpenSimulator looks for the files which tell it
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;; which regions to server
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;; Default is "filesystem"
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; region_info_source = "filesystem"
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; region_info_source = "web"
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;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
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;; Determines where the region XML files are stored if you are loading
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;; these from the filesystem.
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;; Defaults to bin/Regions in your OpenSimulator installation directory
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; regionload_regionsdir="C:\somewhere\xmlfiles\"
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;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
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;; Determines the page from which regions xml is retrieved if you are
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;; loading these from the web.
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;; The XML here has the same format as it does on the filesystem
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;; (including the <Root> tag), except that everything is also enclosed
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;; in a <Regions> tag.
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; regionload_webserver_url = "http://example.com/regions.xml";
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;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
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;; Allow the simulator to start up if there are no region configuration available
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;; from the selected region_info_source.
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; allow_regionless = false
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;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.01
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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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; NonphysicalPrimMin = 0.01
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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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; NonphysicalPrimMax = 256
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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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; PhysicalPrimMin = 0.01
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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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; PhysicalPrimMax = 10
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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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;; This can be overriden in the region config file.
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; ClampPrimSize = false
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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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;; This only applies when crossing to a region running in a different simulator.
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;; For crossings where the regions are on the same simulator the script is always kept running.
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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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;; Allow compiled script binary code to cross region boundaries.
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;; If you set this to "true", any region that can teleport to you can
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;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
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;; YOU HAVE BEEN WARNED!!!
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; TrustBinaries = false
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;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
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;; Combine all contiguous regions into one large megaregion
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;; Order your regions from South to North, West to East in your regions.ini
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;; and then set this to true
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;; Warning! Don't use this with regions that have existing content!,
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;; This will likely break them
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; CombineContiguousRegions = false
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;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
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;; If you have only one region in an instance, or to avoid the many bugs
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;; that you can trigger in modules by restarting a region, set this to
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;; true to make the entire instance exit instead of restarting the region.
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;; This is meant to be used on systems where some external system like
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;; Monit will restart any instance that exits, thereby making the shutdown
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;; into a restart.
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; InworldRestartShutsDown = false
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;; Persistence of changed objects happens during regular sweeps. The
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;; following control that behaviour to prevent frequently changing objects
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;; from heavily loading the region data store.
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;; If both of these values are set to zero then persistence of all changed
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;; objects will happen on every sweep.
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;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
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;; Objects will be considered for persistance in the next sweep when they
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;; have not changed for this number of seconds.
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; MinimumTimeBeforePersistenceConsidered = 60
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;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
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;; Objects will always be considered for persistance in the next sweep
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;; if the first change occurred this number of seconds ago.
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; MaximumTimeBeforePersistenceConsidered = 600
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;# {see_into_this_sim_from_neighbor} {} {Should avatars in neighbor sims see objects in this sim?} {true false} true
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;; Should avatars in neighbor sims see objects in this sim?
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; see_into_this_sim_from_neighbor = true
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;# {physical_prim} {} {Allow prims to be physical?} {true false} true
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;; if you would like to allow prims to be physical and move by physics
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;; with the physical checkbox in the client set this to true.
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; physical_prim = true
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;; Select a mesher here.
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;;
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;; Meshmerizer properly handles complex prims by using triangle meshes.
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;; Note that only the ODE physics engine currently deals with meshed
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;; prims in a satisfactory way.
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;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
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;; ZeroMesher is faster but leaves the physics engine to model the mesh
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;; using the basic shapes that it supports.
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;; Usually this is only a box.
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;; Default is Meshmerizer
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; meshing = Meshmerizer
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; meshing = ZeroMesher
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;; Choose one of the physics engines below
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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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;; 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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;; Default is OpenDynamicsEngine
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; physics = OpenDynamicsEngine
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; physics = BulletSim
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; physics = basicphysics
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; physics = POS
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;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
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;; Permission modules to use, separated by comma.
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;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
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; permissionmodules = DefaultPermissionsModule
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;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
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;; These are the parameters for the default permissions module
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;;
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;; If set to false, then, in theory, the server never carries out
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;; permission checks (allowing anybody to copy
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;; any item, etc. This may not yet be implemented uniformally.
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;; If set to true, then all permissions checks are carried out
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; serverside_object_permissions = true
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;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
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;; This allows users with a UserLevel of 200 or more to assume god
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;; powers in the regions in this simulator.
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; allow_grid_gods = false
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;; This allows some control over permissions
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;; please note that this still doesn't duplicate SL, and is not intended to
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;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
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;; Allow region owners to assume god powers in their regions
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; region_owner_is_god = true
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;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
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;; Allow region managers to assume god powers in regions they manage
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; region_manager_is_god = false
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;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
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;; Allow parcel owners to assume god powers in their parcels
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; parcel_owner_is_god = true
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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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;; 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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;; in publicly accessible parcels that disallow object creation in general.
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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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; simple_build_permissions = false
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;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
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;; Default script engine to use. Currently, we only have XEngine
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; DefaultScriptEngine = "XEngine"
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;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
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;; Map tile options. You can choose to generate no map tiles at all,
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;; generate normal maptiles, or nominate an uploaded texture to
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;; be the map tile
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; GenerateMaptiles = true
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;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
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;; If desired, a running region can update the map tiles periodically
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;; to reflect building activity. This names no sense of you don't have
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;; prims on maptiles. Value is in seconds.
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; MaptileRefresh = 0
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;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
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;; If not generating maptiles, use this static texture asset ID
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; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
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;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
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;; Use terrain texture for maptiles if true, use shaded green if false
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; TextureOnMapTile = true
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;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
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;; Draw objects on maptile. This step might take a long time if you've
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;; got a large number of objects, so you can turn it off here if you'd like.
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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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;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required
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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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;; 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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;; For example, servers inside your firewall.
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;; Separate patterns with a ';'
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; HttpProxyExceptions = ".mydomain.com;localhost"
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;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
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;; The email module requires some configuration. It needs an SMTP
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;; server to send mail through.
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; emailmodule = DefaultEmailModule
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;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
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;; SpawnPointRouting adjusts the landing for incoming avatars.
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;; "closest" will place the avatar at the SpawnPoint located in the closest
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;; available spot to the destination (typically map click/landmark).
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;; "random" will place the avatar on a randomly selected spawnpoint;
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;; "sequence" will place the avatar on the next sequential SpawnPoint
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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 allows users with landmarks to override telehub routing and land at the landmark coordinates when set to true
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;; default is false
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; TelehubAllowLandmark = false
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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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;; One can use a substring of the viewer name to enable only certain versions
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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 1.3" has access
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;; - "Imprudence 1.3.1" has no access
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; AllowedViewerList =
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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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;; One can use a Substring of the viewer name to disable only certain versions
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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 1.3" has no access
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;; - "Imprudence 1.3.1" has access
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; BannedViewerList =
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[Estates]
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; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
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; If these values are uncommented then they will be used to create a default estate as necessary.
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; New regions will be automatically assigned to that default estate.
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;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
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;; Name for the default estate
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; DefaultEstateName = My Estate
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;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
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;; Name for default estate owner
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; DefaultEstateOwnerName = FirstName LastName
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; ** Standalone Estate Settings **
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; The following parameters will only be used on a standalone system to
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; create an estate owner that does not already exist
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;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
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;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
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;; UUID will be assigned. This is normally what you want
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; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
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;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
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;; Email address for the default estate owner
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; DefaultEstateOwnerEMail = owner@domain.com
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;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
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;; Password for the default estate owner
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; DefaultEstateOwnerPassword = password
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[SMTP]
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;; The SMTP server enabled the email module to send email to external
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;; destinations.
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;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
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;; Enable sending email via SMTP
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; enabled = false
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;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
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; internal_object_host = lsl.opensim.local
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;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
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; host_domain_header_from = "127.0.0.1"
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;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
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; email_pause_time = 20
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;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
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; email_max_size = 4096
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;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
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; SMTP_SERVER_HOSTNAME = "127.0.0.1"
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;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
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; SMTP_SERVER_PORT = 25
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;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
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; SMTP_SERVER_LOGIN = ""
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;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
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; SMTP_SERVER_PASSWORD = ""
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[Network]
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;# {ConsoleUser} {} {User name for console account} {}
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;; Configure the remote console user here. This will not actually be used
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;; unless you use -console=rest at startup.
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; ConsoleUser = "Test"
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;# {ConsolePass} {} {Password for console account} {}
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; ConsolePass = "secret"
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;# {console_port} {} {Port for console connections} {} 0
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; console_port = 0
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;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
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;; Simulator HTTP port. This is not the region port, but the port the
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;; entire simulator listens on. This port uses the TCP protocol, while
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;; the region ports use UDP.
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; http_listener_port = 9000
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;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
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;; Hostname to use in llRequestURL/llRequestSecureURL
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;; if not defined - default machine name is being used
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;; (on Windows this mean NETBIOS name - useably only inside local network)
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; ExternalHostNameForLSL = "127.0.0.1"
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;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
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;; What is reported as the "X-Secondlife-Shard"
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;; Defaults to the user server url if not set
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;; The old default is "OpenSim", set here for compatibility
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;; The below is not commented for compatibility.
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shard = "OpenSim"
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;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
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;; What is reported as the "User-Agent" when using llHTTPRequest
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;; Defaults to not sent if not set here. See the notes section in the wiki
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;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
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;; " (Mozilla Compatible)" to the text where there are problems with a web server
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; user_agent = "OpenSim LSL (Mozilla Compatible)"
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[ClientStack.LindenUDP]
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;; See OpensSimDefaults.ini for the throttle options. You can copy the
|
|
;; relevant sections and override them here.
|
|
;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
|
|
;; with the next update!
|
|
|
|
;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
|
|
;; Quash and remove any light properties from attachments not on the
|
|
;; hands. This allows flashlights and lanterns to function, but kills
|
|
;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
|
|
;; will also be affected.
|
|
;; This is especially important in artistic builds that depend on lights
|
|
;; on the build for their appearance, since facelights will cause the
|
|
;; building's lights to possibly not be rendered.
|
|
; DisableFacelights = "false"
|
|
|
|
|
|
[ClientStack.LindenCaps]
|
|
;; For the long list of capabilities, see OpenSimDefaults.ini
|
|
;; Here are the few ones you may want to change. Possible values
|
|
;; are:
|
|
;; "" -- empty, capability disabled
|
|
;; "localhost" -- capability enabled and served by the simulator
|
|
;; "<url>" -- capability enabled and served by some other server
|
|
;;
|
|
; These are enabled by default to localhost. Change if you see fit.
|
|
Cap_GetTexture = "localhost"
|
|
Cap_GetMesh = "localhost"
|
|
; This is disabled by default. Change if you see fit. Note that
|
|
; serving this cap from the simulators may lead to poor performace.
|
|
Cap_WebFetchInventoryDescendents = ""
|
|
|
|
|
|
[SimulatorFeatures]
|
|
|
|
;# {MapImageServerURI} {} {URL for the map server} {}
|
|
; Experimental new information sent in SimulatorFeatures cap for Kokua viewers
|
|
; meant to override the MapImage and search server url given at login, and varying
|
|
; on a sim-basis.
|
|
; Viewers that don't understand it, will ignore it
|
|
;MapImageServerURI = "http://127.0.0.1:9000/"
|
|
;# {SearchServerURI} {} {URL of the search server} {}
|
|
;SearchServerURI = "http://127.0.0.1:9000/"
|
|
|
|
|
|
[Chat]
|
|
;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
|
|
;; Distance in meters that whispers should travel.
|
|
; whisper_distance = 10
|
|
|
|
;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
|
|
;; Distance in meters that ordinary chat should travel.
|
|
; say_distance = 20
|
|
|
|
;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100
|
|
;; Distance in meters that shouts should travel.
|
|
; shout_distance = 100
|
|
|
|
|
|
[Messaging]
|
|
;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule *}
|
|
;; Module to handle offline messaging. The core module requires an external
|
|
;; web service to do this. See OpenSim wiki.
|
|
; OfflineMessageModule = OfflineMessageModule
|
|
|
|
;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule} {URL of offline messaging service} {}
|
|
;; URL of web service for offline message storage
|
|
; OfflineMessageURL = http://yourserver/Offline.php
|
|
|
|
;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
|
|
;; Mute list handler (not yet implemented). MUST BE SET to allow offline
|
|
;; messages to work
|
|
; MuteListModule = MuteListModule
|
|
|
|
;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
|
|
;; URL of the web service that serves mute lists. Not currently used, but
|
|
;; must be set to allow offline messaging to work.
|
|
; MuteListURL = http://yourserver/Mute.php
|
|
|
|
;; Control whether group messages are forwarded to offline users.
|
|
;; Default is true.
|
|
;; This applies to the core groups module (Flotsam) only.
|
|
; ForwardOfflineGroupMessages = true
|
|
|
|
|
|
[ODEPhysicsSettings]
|
|
;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
|
|
;; Do we want to mesh sculpted prim to collide like they look?
|
|
;; If you are seeing sculpt texture decode problems
|
|
;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
|
|
;; then you might want to try setting this to false.
|
|
; mesh_sculpted_prim = true
|
|
|
|
;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
|
|
;; If you would like physics joints to be enabled through a special naming
|
|
;; convention in the client, set this to true.
|
|
;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
|
|
; use_NINJA_physics_joints = false
|
|
|
|
|
|
[RemoteAdmin]
|
|
;; This is the remote admin module, which uses XMLRPC requests to
|
|
;; manage regions from a web interface.
|
|
|
|
;# {enabled} {} {Enable the remote admin interface?} {true false} false
|
|
; enabled = false
|
|
|
|
;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
|
|
;; Set this to a nonzero value to have remote admin use a different port
|
|
; port = 0
|
|
|
|
;# {access_password} {enabled:true} {Password for the remote admin interface} {}
|
|
;; This password is required to make any XMLRPC call (should be set as
|
|
;; the "password" parameter)
|
|
; access_password = ""
|
|
|
|
;# List the IP addresses allowed to call RemoteAdmin
|
|
;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
|
|
;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
|
|
; access_ip_addresses =
|
|
|
|
;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
|
|
;; set this variable to true if you want the create_region XmlRpc
|
|
;; call to unconditionally enable voice on all parcels for a newly
|
|
;; created region
|
|
; create_region_enable_voice = false
|
|
|
|
;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
|
|
;; set this variable to false if you want the create_region XmlRpc
|
|
;; call to create all regions as private per default (can be
|
|
;; overridden in the XmlRpc call)
|
|
; create_region_public = false
|
|
|
|
;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
|
|
;; enable only those methods you deem to be appropriate using a | delimited
|
|
;; whitelist.
|
|
;; For example:
|
|
;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
|
|
;; if this parameter is not specified but enabled = true, all methods
|
|
;; will be available
|
|
; enabled_methods = all
|
|
|
|
;; specify the default appearance for an avatar created through the remote
|
|
;; admin interface
|
|
;; This will only take effect is the file specified by the
|
|
;; default_appearance setting below exists
|
|
; default_male = Default Male
|
|
; default_female = Default Female
|
|
|
|
;; Update appearance copies inventory items and wearables of default
|
|
;; avatars. if this value is false, just worn assets are copied to the
|
|
;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
|
|
;; The receiver will wear the same items the default avatar did wear.
|
|
; copy_folders = false
|
|
|
|
;; Path to default appearance XML file that specifies the look of the
|
|
;; default avatars
|
|
; default_appearance = default_appearance.xml
|
|
|
|
|
|
[Wind]
|
|
;# {enabled} {} {Enable wind module?} {true false} true
|
|
;; Enables the wind module.
|
|
; enabled = true
|
|
|
|
;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
|
|
;; How often should wind be updated, as a function of world frames.
|
|
;; Approximately 50 frames a second
|
|
; wind_update_rate = 150
|
|
|
|
;; The Default Wind Plugin to load
|
|
; wind_plugin = SimpleRandomWind
|
|
|
|
;; These settings are specific to the ConfigurableWind plugin
|
|
;; To use ConfigurableWind as the default, simply change wind_plugin
|
|
;; to ConfigurableWind and uncomment the following.
|
|
; avg_strength = 5.0
|
|
; avg_direction = 0.0
|
|
; var_strength = 5.0
|
|
; var_direction = 30.0
|
|
; rate_change = 1.0
|
|
|
|
;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
|
|
;; This setting is specific to the SimpleRandomWind plugin
|
|
;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
|
|
; strength = 1.0
|
|
|
|
|
|
[LightShare]
|
|
;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
|
|
;; This enables the transmission of Windlight scenes to supporting clients,
|
|
;; such as the Meta7 viewer.
|
|
;; It has no ill effect on viewers which do not support server-side
|
|
;; windlight settings.
|
|
; enable_windlight = false
|
|
|
|
|
|
[DataSnapshot]
|
|
;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
|
|
;; The following set of configs pertains to search.
|
|
;; Set index_sims to true to enable search engines to index your
|
|
;; searchable data.
|
|
;; If false, no data will be exposed, DataSnapshot module will be off,
|
|
;; and you can ignore the rest of these search-related configs.
|
|
; index_sims = false
|
|
|
|
;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
|
|
;; The variable data_exposure controls what the regions expose:
|
|
;; minimum: exposes only things explicitly marked for search
|
|
;; all: exposes everything
|
|
; data_exposure = minimum
|
|
|
|
;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
|
|
;; If search is on, change this to your grid name; will be ignored for
|
|
;; standalones
|
|
; gridname = "OSGrid"
|
|
|
|
;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
|
|
;; Period between data snapshots, in seconds. 20 minutes, for starters,
|
|
;; so that you see the initial changes fast.
|
|
;; Later, you may want to increase this to 3600 (1 hour) or more
|
|
; default_snapshot_period = 1200
|
|
|
|
;; This will be created in bin, if it doesn't exist already. It will hold
|
|
;; the data snapshots.
|
|
; snapshot_cache_directory = "DataSnapshot"
|
|
|
|
;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
|
|
; 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"
|
|
|
|
|
|
[Economy]
|
|
;# {SellEnabled} {} {Enable selling for 0?} {true false} true
|
|
; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
|
|
; There is no intention to implement anything further in core OpenSimulator.
|
|
; This functionality has to be provided by third party modules.
|
|
|
|
;; Enables selling things for $0. Default is true.
|
|
; SellEnabled = true
|
|
|
|
;# {PriceUpload} {} {Price for uploading?} {} 0
|
|
;; Money Unit fee to upload textures, animations etc. Default is 0.
|
|
; PriceUpload = 0
|
|
|
|
;# {PriceGroupCreate} {} {Fee for group creation} {} 0
|
|
;; Money Unit fee to create groups. Default is 0.
|
|
; PriceGroupCreate = 0
|
|
|
|
|
|
[XEngine]
|
|
;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
|
|
;; Enable this engine in this OpenSim instance
|
|
; Enabled = true
|
|
|
|
;; How many threads to keep alive even if nothing is happening
|
|
; MinThreads = 2
|
|
|
|
;; How many threads to start at maximum load
|
|
; MaxThreads = 100
|
|
|
|
;; Time a thread must be idle (in seconds) before it dies
|
|
; IdleTimeout = 60
|
|
|
|
;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
|
|
;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
|
|
;; "Highest")
|
|
; Priority = "BelowNormal"
|
|
|
|
;; Maximum number of events to queue for a script (excluding timers)
|
|
; MaxScriptEventQueue = 300
|
|
|
|
;; Stack size per script engine thread in bytes.
|
|
;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
|
|
;; The trade-off may be increased memory usage by the script engine.
|
|
; ThreadStackSize = 262144
|
|
|
|
;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
|
|
;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
|
|
;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
|
|
;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
|
|
;; by scripts have changed.
|
|
; DeleteScriptsOnStartup = true
|
|
|
|
;; Set this to true (the default) to load each script into a separate
|
|
;; AppDomain.
|
|
;;
|
|
;; Setting this to false will load all script assemblies into the
|
|
;; current AppDomain, which will significantly improve script loading times.
|
|
;; It will also reduce initial per-script memory overhead.
|
|
;;
|
|
;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
|
|
;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
|
|
;; Some Windows users have also reported script loading problems when AppDomainLoading = false
|
|
; AppDomainLoading = true
|
|
|
|
;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
|
|
;; Default language for scripts
|
|
; DefaultCompileLanguage = "lsl"
|
|
|
|
;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
|
|
;; List of allowed languages (lsl,vb,cs)
|
|
;; 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"
|
|
|
|
;; Compile debug info (line numbers) into the script assemblies
|
|
; CompileWithDebugInformation = true
|
|
|
|
;; Allow the user of mod* functions. This allows a script to pass messages
|
|
;; to a region module via the modSendCommand() function
|
|
;; Default is false
|
|
; AllowMODFunctions = false
|
|
|
|
;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
|
|
;; Allow the use of os* functions (some are dangerous)
|
|
; AllowOSFunctions = false
|
|
|
|
;# {AllowLightShareFunctions} {Enabled:true [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} true
|
|
; Allow the user of LightShare functions
|
|
; AllowLightShareFunctions = false
|
|
|
|
;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
|
|
;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
|
|
;; See http://opensimulator.org/wiki/Threat_level for more information on these levels.
|
|
;; We do not recommend that use set a general level above Low unless you have a high level of trust
|
|
;; in all the users that can run scripts in your simulator. It is safer to explicitly
|
|
;; allow certain types of user to run higher threat level OSSL functions, as detailed later on.
|
|
OSFunctionThreatLevel = VeryLow
|
|
|
|
; OS Functions enable/disable
|
|
; For each function, you can add one line, as shown
|
|
; The default for all functions allows them if below threat level
|
|
|
|
; true allows the use of the function unconditionally
|
|
; Allow_osSetRegionWaterHeight = true
|
|
|
|
; false disables the function completely
|
|
; Allow_osSetRegionWaterHeight = false
|
|
|
|
; Comma separated list of UUIDS allows the function for that list of UUIDS
|
|
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
|
|
|
|
; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
|
|
; - PARCEL_GROUP_MEMBER: allow if the object group is the same group as the parcel
|
|
; - PARCEL_OWNER: allow if the object owner is the parcel owner
|
|
; - ESTATE_MANAGER: allow if the object owner is an estate manager
|
|
; - ESTATE_OWNER: allow if the object owner is the estate owner
|
|
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
|
|
|
|
; You can also use script creators as the uuid
|
|
; Creators_osSetRegionWaterHeight = <uuid>, ...
|
|
|
|
; If both Allow_ and Creators_ are given, effective permissions
|
|
; are the union of the two.
|
|
|
|
;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
|
|
;; Time a script can spend in an event handler before it is interrupted
|
|
; EventLimit = 30
|
|
|
|
;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
|
|
;; If a script overruns it's event limit, kill the script?
|
|
; KillTimedOutScripts = false
|
|
|
|
;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
|
|
;; Sets the multiplier for the scripting delays
|
|
; ScriptDelayFactor = 1.0
|
|
|
|
;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
|
|
;; The factor the 10 m distances limits are multiplied by
|
|
; ScriptDistanceLimitFactor = 1.0
|
|
|
|
;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
|
|
;; Maximum length of notecard line read
|
|
;; Increasing this to large values potentially opens
|
|
;; up the system to malicious scripters
|
|
; NotecardLineReadCharsMax = 255
|
|
|
|
;# {SensorMaxRange} {} {Sensor range} {} 96.0
|
|
;; Sensor settings
|
|
; SensorMaxRange = 96.0
|
|
;# {SensorMaxResults} {} {Max sensor results returned?} {}
|
|
; SensorMaxResults = 16
|
|
|
|
;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
|
|
;; Disable underground movement of prims (default true); set to
|
|
;; false to allow script controlled underground positioning of
|
|
;; prims
|
|
; DisableUndergroundMovement = true
|
|
|
|
;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
|
|
;; Path to script engine assemblies
|
|
;; Default is ./bin/ScriptEngines
|
|
; ScriptEnginesPath = "ScriptEngines"
|
|
|
|
|
|
[MRM]
|
|
;; Enables the Mini Region Modules Script Engine.
|
|
; Enabled = false
|
|
|
|
;; Runs MRM in a Security Sandbox
|
|
;; WARNING: DISABLING IS A SECURITY RISK.
|
|
; Sandboxed = true
|
|
|
|
;; The level sandbox to use, adjust at your OWN RISK.
|
|
;; Valid values are:
|
|
;; * FullTrust
|
|
;; * SkipVerification
|
|
;; * Execution
|
|
;; * Nothing
|
|
;; * LocalIntranet
|
|
;; * Internet
|
|
;; * Everything
|
|
; SandboxLevel = "Internet"
|
|
|
|
;; Only allow Region Owners to run MRMs
|
|
;; May represent a security risk if you disable this.
|
|
; OwnerOnly = true
|
|
|
|
|
|
[FreeSwitchVoice]
|
|
;; In order for this to work you need a functioning FreeSWITCH PBX set up.
|
|
;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
|
|
; Enabled = false
|
|
|
|
;; You need to load a local service for a standalone, and a remote service
|
|
;; for a grid region. Use one of the lines below, as appropriate
|
|
;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
|
|
; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
|
|
; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
|
|
|
|
;; If using a remote connector, specify the server URL
|
|
; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
|
|
|
|
|
|
[Groups]
|
|
;# {Enabled} {} {Enable groups?} {true false} false
|
|
;; Enables the groups module
|
|
; Enabled = false
|
|
|
|
;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {} Default
|
|
;; This is the current groups stub in Region.CoreModules.Avatar.Groups.
|
|
;; All the other settings below only really apply to the Flotsam/SimianGrid
|
|
;; GroupsModule.
|
|
;; This module can use a PHP XmlRpc server from the Flotsam project at
|
|
;; http://code.google.com/p/flotsam/
|
|
;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
|
|
; Module = Default
|
|
|
|
;# {MessagingEnabled} {Module:GroupsModule} {Is groups messaging enabled?} {true false} true
|
|
; MessagingEnabled = true
|
|
|
|
;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule} GroupsMessagingModule
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; MessagingModule = GroupsMessagingModule
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;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector
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;; Service connectors to the Groups Service as used in the GroupsModule. Select one depending on
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;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
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; ServicesConnectorModule = XmlRpcGroupsServicesConnector
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;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI} {}
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;; URI for the groups services
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;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
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;; or http://mygridserver.com:82/Grid/ for SimianGrid
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; GroupsServerURI = ""
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;# {NoticesEnabled} {Module:GroupsModule} {Enable group notices?} {true false} true
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;; Enable Group Notices
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; NoticesEnabled = true
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;; This makes the Groups modules very chatty on the console.
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; DebugEnabled = false
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;; XmlRpc Security settings. These must match those set on your backend
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;; groups service if the service is using these keys
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; XmlRpcServiceReadKey = 1234
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; XmlRpcServiceWriteKey = 1234
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[InterestManagement]
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;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
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;; This section controls how state updates are prioritized for each client
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;; Valid values are BestAvatarResponsiveness, Time, Distance,
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;; SimpleAngularDistance, FrontBack
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; UpdatePrioritizationScheme = BestAvatarResponsiveness
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[MediaOnAPrim]
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;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
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;; Enable media on a prim facilities
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; Enabled = true;
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[NPC]
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;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
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; Enabled = false
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[Terrain]
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;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
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; InitialTerrain = "pinhead-island"
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|
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[Architecture]
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;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
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;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
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;; uncomment Include-Architecture = "config-include/Standalone.ini"
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;;
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;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
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;; that the referenced .ini file goes on to include.
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|
;;
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;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
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|
;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
|
|
;; editing it to set the database and backend services that OpenSim will use.
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|
;;
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; Include-Architecture = "config-include/Standalone.ini"
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|
; Include-Architecture = "config-include/StandaloneHypergrid.ini"
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|
; Include-Architecture = "config-include/Grid.ini"
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|
; Include-Architecture = "config-include/GridHypergrid.ini"
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|
; Include-Architecture = "config-include/SimianGrid.ini"
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|
; Include-Architecture = "config-include/HyperSimianGrid.ini"
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