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author | Melanie | 2011-02-11 23:53:52 +0100 |
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committer | Melanie | 2011-02-11 23:53:52 +0100 |
commit | 413f0c684801d5849d867432321228e26e4488dd (patch) | |
tree | 2208226265a562b28eaba861d5591d5c6efb4c6a /bin/OpenSim.ini.example | |
parent | Temp fix (or is it a fox?) for map weirdness (diff) | |
parent | Merge branch 'master' into careminster-presence-refactor (diff) | |
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Merge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
Diffstat (limited to '')
-rw-r--r-- | bin/OpenSim.ini.example | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 7245bee..5bac56e 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example | |||
@@ -306,6 +306,9 @@ | |||
306 | [ODEPhysicsSettings] | 306 | [ODEPhysicsSettings] |
307 | ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true | 307 | ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true |
308 | ;; Do we want to mesh sculpted prim to collide like they look? | 308 | ;; Do we want to mesh sculpted prim to collide like they look? |
309 | ;; If you are seeing sculpt texture decode problems | ||
310 | ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception") | ||
311 | ;; then you might want to try setting this to false. | ||
309 | ; mesh_sculpted_prim = true | 312 | ; mesh_sculpted_prim = true |
310 | 313 | ||
311 | ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false | 314 | ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false |