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authorDavid Walter Seikel2016-11-04 00:46:34 +1000
committerDavid Walter Seikel2016-11-04 00:46:34 +1000
commit58783a5216b81863988110174229a65ceb315e1e (patch)
tree74d08dcd7e127f288cd7a8026c776385a738d484 /config/OpenSimDefaults.ini
parentEven OpenSim removed the silly IAR avatar presence check. Purge it with fire. (diff)
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Attempt to move everything writable, and the configs, out of the bin directory.
Log configs are still in the bin directory.
Diffstat (limited to 'config/OpenSimDefaults.ini')
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1 files changed, 2124 insertions, 0 deletions
diff --git a/config/OpenSimDefaults.ini b/config/OpenSimDefaults.ini
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1; This file contains defaults for various settings in OpenSimulator. These can be overriden
2; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
3
4[Startup]
5 ; Console prompt
6 ; Certain special characters can be used to customize the prompt
7 ; Currently, these are
8 ; \R - substitute region name
9 ; \\ - substtitue \
10 ConsolePrompt = "Region (\R) "
11
12 ; Console commands can be saved to a file, so the command history persists after a restart. (default is true)
13 ConsoleHistoryFileEnabled = true
14
15 ; Log file location. This can be set to a simple file path
16 ; LogFile = "../logs/OpenSim.log
17
18 ; The history file can be just a filename (relative to OpenSim's bin/ directory
19 ; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
20 ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
21
22 ; How many lines of command history should we keep? (default is 100)
23 ConsoleHistoryFileLines = 100
24
25 ; Set this to true if you want to log crashes to disk
26 ; this can be useful when submitting bug reports.
27 ; However, this will only log crashes within OpenSimulator that cause the entire program to exit
28 ; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
29 ; You will need to capture these native stack traces by recording the session log itself.
30 save_crashes = false
31
32 ; Directory to save crashes to if above is enabled
33 ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
34 crash_dir = "crashes"
35
36 ; Place to create a PID file
37 ; PIDFile = "/tmp/OpenSim.exe.pid"
38
39 ; Console commands run at startup
40 startup_console_commands_file = "startup_commands.txt"
41
42 ; Console commands run on shutdown
43 shutdown_console_commands_file = "shutdown_commands.txt"
44
45 ; Console commands run every 20 minutes
46 ; timer_Script = "filename"
47
48 ; timer_Script time interval (default 20 min)
49 ; The time is 60 per minute
50 ; timer_Interval = 1200
51
52 ; ##
53 ; ## SYSTEM
54 ; ##
55
56 ; Sets the method that OpenSim will use to fire asynchronous
57 ; events. Valid values are UnsafeQueueUserWorkItem,
58 ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
59 ;
60 ; SmartThreadPool is reported to work well on Mono/Linux, but
61 ; UnsafeQueueUserWorkItem has been benchmarked with better
62 ; performance on .NET/Windows
63 ;
64 ; UnsafeQueueUserWorkItem refers to the fact that the code creating the event could elevate its security
65 ; privileges. However, as calling code is trusted anyway this is safe (if you set
66 ; TrustedBinaries = true in the [XEngine] section then you already have to trust that incoming code for other reasons).
67 async_call_method = SmartThreadPool
68
69 ; Max threads to allocate on the FireAndForget thread pool
70 ; when running with the SmartThreadPool option above
71 MaxPoolThreads = 300
72
73 ; Allow certain jobs to be run consecutively in a job engine rather than always concurrently.
74 ; This improves performance in regions with large numbers of connections (in the hundreds).
75 JobEngineEnabled = true
76
77 ; Plugin Registry Location
78 ; Set path to directory for plugin registry. Information about the
79 ; registered repositories and installed plugins will be stored here.
80 ; The OpenSim.exe process must have R/W access to the location.
81 RegistryLocation = "."
82
83 ; Used by region module addins. You can set this to outside bin, so that addin
84 ; configurations will survive updates. The OpenSim.exe process must have R/W access
85 ; to the location.
86 ConfigDirectory = "."
87
88 ; ##
89 ; ## CLIENTS
90 ; ##
91
92 ; Set this to the DLL containing the client stack to use.
93 clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
94
95 ; ##
96 ; ## REGIONS
97 ; ##
98
99 ; Determine where OpenSimulator looks for the files which tell it which regions to server
100 ; Defaults to "filesystem" if this setting isn't present
101 region_info_source = "filesystem"
102 ; region_info_source = "web"
103
104 ; Determines where the region XML files are stored if you are loading these from the filesystem.
105 ; Defaults to bin/Regions in your OpenSimulator installation directory
106 ; regionload_regionsdir="C:\somewhere\xmlfiles\"
107
108 ; Determines the page from which regions xml is retrieved if you are loading these from the web
109 ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
110 ; except that everything is also enclosed in a <Regions> tag.
111 ; regionload_webserver_url = "http://example.com/regions.xml";
112
113 ;; Allow the simulator to start up if there are no region configuration available
114 ;; from the selected region_info_source.
115 allow_regionless = false
116
117 ;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
118 see_into_region = true
119
120 ; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
121 ; Increasing this number will increase memory usage.
122 MaxPrimUndos = 20
123
124 ; Maximum size of non physical prims. Affects resizing of existing prims. This can be overridden in the region config file (as NonPhysicalPrimMax!).
125 NonPhysicalPrimMax = 256
126
127 ; Maximum size of physical prims. Affects resizing of existing prims. This can be overridden in the region config file.
128 PhysicalPrimMax = 64
129
130 ; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
131 ; This can be overridden in the region config file.
132 ClampPrimSize = false
133
134 ; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
135 ; This can be overridden in the region config file.
136 LinksetPrims = 0
137
138 ; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
139 ; This only applies when crossing to a region running in a different simulator.
140 ; For crossings where the regions are on the same simulator the script is always kept running.
141 AllowScriptCrossing = true
142
143 ; Allow compiled script binary code to cross region boundaries.
144 ; If you set this to "true", any region that can teleport to you can
145 ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
146 ; YOU HAVE BEEN WARNED!!!
147 TrustBinaries = false
148
149 ; Combine all contiguous regions into one large megaregion
150 ; Order your regions from South to North, West to East in your regions.ini and then set this to true
151 ; Warning! Don't use this with regions that have existing content!, This will likely break them
152 CombineContiguousRegions = false
153
154 ; Extend the region's draw distance; 255m is the default which includes
155 ; one neighbor on each side of the current region, 767m would go three
156 ; neighbors on each side for a total of 49 regions in view. Warning, unless
157 ; all the regions have the same drawdistance, you will end up with strange
158 ; effects because the agents that get closed may be inconsistent.
159 DefaultDrawDistance = 255.0
160
161 ; If you have only one region in an instance, or to avoid the many bugs
162 ; that you can trigger in modules by restarting a region, set this to
163 ; true to make the entire instance exit instead of restarting the region.
164 ; This is meant to be used on systems where some external system like
165 ; Monit will restart any instance that exits, thereby making the shutdown
166 ; into a restart.
167 InworldRestartShutsDown = false
168
169 ; Use of normalized 55FPS statistics
170 ; Opensim does not have a frame rate control like other simulators.
171 ; Most parameters that control timing can be configurable region by region.
172 ; To achieve closer compatibility with values expected by viewers, scripts and users
173 ; some parameters are converted to a equivalent per frame value.
174 ; Additionally, they are scaled to values they would have on a system running at a nominal 55 frames per second rate.
175 ; The scale factor it 55 * FrameTime, corresponding to 5 with default configuration
176 ; You can choose to show the true physics FPS to viewers by setting Normalized55FPS to false.
177 ; Normalized55FPS = true
178
179 ; The minimum proportion of a second that any particular frame can take to execute.
180 ; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames
181 ; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require
182 ; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill.
183 MinFrameTime = 0.089
184
185 ; The values below represent the percentage of the target frame time that,
186 ; when underrun, should trigger yellow or red in the lag meter.
187 ; Less than 60% of FPS is amber by default, less then 40% is red.
188 ; These values are advisory. Viewers may choose to not use them but it is
189 ; encouraged that they do.
190 ; FrameTimeWarnPercent = 60;
191 ; FrameTimeCritPercent = 40;
192
193 ; Send scheduled updates to objects in the scene
194 ; This must be a whole number
195 UpdateObjectsEveryNFrames = 1;
196
197 ; Send position/velocity, etc. updates to agents in the scene
198 ; This must be a whole number
199 UpdateAgentsEveryNFrames = 1;
200
201 ; Apply pending forces from physics calculations to an entity.
202 ; This must be a whole number
203 UpdateEntityMovementEveryNFrames = 1;
204
205 ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
206 ; This must be a whole number
207 UpdateCoarseLocationsEveryNFrames = 50;
208
209 ; Update physics. Within each update physics also updates in a series of contigous mini-steps
210 ; This must be a whole number
211 UpdatePhysicsEveryNFrames = 1;
212
213 ; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
214 ; This must be a whole number
215 UpdateEventsEveryNFrames = 1;
216
217 ; Send terrain updates to viewers
218 ; This must be a whole number
219 UpdateTerrainEveryNFrames = 50;
220
221 ; Persitently store any objects which meet the PRIM STORAGE criteria
222 ; This must be a whole number
223 UpdateStorageEveryNFrames = 200;
224
225 ; Clean up temp on rez objects.
226 ; This must be a whole number
227 UpdateTempCleaningEveryNSeconds = 180;
228
229 ; ##
230 ; ## PRIM STORAGE
231 ; ##
232
233 ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
234 ; prevent frequently changing objects from heavily loading the region data store.
235 ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
236 ;
237 ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
238 MinimumTimeBeforePersistenceConsidered = 60
239 ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
240 MaximumTimeBeforePersistenceConsidered = 600
241
242 ; ##
243 ; ## PHYSICS
244 ; ##
245
246 ; If true then prims can be collided with by avatars, other prims, etc.
247 ; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
248 ; Also, no prims are subject to physics.
249 collidable_prim = true
250
251 ; If true then prims can be made subject to physics (gravity, pushing, etc.).
252 ; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
253 physical_prim = true
254
255 ; Select a mesher here.
256 ;
257 ; Meshmerizer properly handles complex prims by using triangle meshes.
258 ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
259 ;
260 ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
261 ; Usually this is only a box
262
263 meshing = Meshmerizer
264 ;meshing = ZeroMesher
265
266 ; Path to decoded sculpty maps
267 ; Defaults to "j2kDecodeCache
268 ;DecodedSculptMapPath = "j2kDecodeCache"
269
270 ; if you use Meshmerizer and want sculpt map collisions, setting this to
271 ; to true will store decoded sculpt maps in a special folder in your bin
272 ; folder, which can reduce startup times by reducing asset requests. Some
273 ; versions of mono dont work well when reading the cache files, so set this
274 ; to false if you have compatibility problems.
275 ;CacheSculptMaps = true
276
277 ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
278 ;; BulletSim supports varregions.
279 ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
280 ;; It continues to provide a workable physics implementation. It does not currently support varregions.
281 ;; basicphysics effectively does not model physics at all, making all objects phantom.
282 ;; Default is OpenDynamicsEngine
283 physics = BulletSim
284 ;physics = modified_BulletX
285 ;physics = OpenDynamicsEngine
286 ;physics = basicphysics
287 ;physics = POS
288
289 ; ##
290 ; ## SCRIPT ENGINE
291 ; ##
292
293 DefaultScriptEngine = "XEngine"
294
295 ; ##
296 ; ## EMAIL MODULE
297 ; ##
298
299 ;emailmodule = DefaultEmailModule
300
301 ; ##
302 ; ## ANIMATIONS
303 ; ##
304
305 ; If enabled, enableFlySlow will change the primary fly state to
306 ; FLYSLOW, and the "always run" state will be the regular fly.
307 enableflyslow = false
308
309 ; PreJump is an additional animation state, but it probably
310 ; won't look right until the physics engine supports it
311 ; (i.e delays takeoff for a moment)
312
313 ; Simulator statistics are output to the console periodically at debug level INFO.
314 ; Setting this to zero disables this output.
315 ; LogShowStatsSeconds = 3600
316
317 ; Simulator Stats URI
318 ; Enable JSON simulator data by setting a URI name (case sensitive)
319 ; Returns regular sim stats (SimFPS, ...)
320 Stats_URI = "jsonSimStats"
321
322 ; Simulator StatsManager URI
323 ; Enable fetch of StatsManager registered stats. Fetch is query which can optionally
324 ; specify category, container and stat to fetch. If not selected, returns all of that type.
325 ; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic
326 ; ManagedStatsRemoteFetchURI = "ManagedStats"
327
328 ; Make OpenSim start all regions woth logins disabled. They will need
329 ; to be enabled from the console if this is set
330 ; StartDisabled = false
331
332 ; Image decoding. Use CSJ2K for layer boundary decoding if true,
333 ; OpenJPEG if false
334 ; UseCSJ2K = true
335
336 ; Use "Trash" folder for items deleted from the scene
337 ; When set to True (the default) items deleted from the scene will be
338 ; stored in the user's trash or lost and found folder. When set to
339 ; False items will be removed from the scene permanently
340 UseTrashOnDelete = True
341
342 ; #
343 ; # Logging
344 ; #
345
346 ; Force logging when the thread pool approaches an overload condition
347 ; Provides useful data for post-mortem analysis even in a production
348 ; system with reduced logging
349 LogOverloads = True
350
351[Map]
352 ;WorldMapModule = "WorldMap"
353 ;MapImageModule = "MapImageModule"
354
355 ; World map blacklist timeout in seconds
356 ;BlacklistTimeout = 600
357
358 ; Set to false to not generate any maptiles
359 ;GenerateMaptiles = true
360
361 ; Refresh (in seconds) the map tile periodically
362 ;MaptileRefresh = 0
363
364 ; If not generating maptiles, use this static texture asset ID
365 ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
366
367 ; Draw objects on maptile. This step might take a long time if you've got a large number of
368 ; objects, so you can turn it off here if you'd like.
369 DrawPrimOnMapTile = true
370
371 ; Use terrain texture for maptiles if true, use shaded green if false
372 TextureOnMapTile = true
373
374 ; Texture prims
375 TexturePrims = true
376
377 ; Only texture prims that have a diagonal size greater than this number
378 TexturePrimSize = 48
379
380 ; Attempt to render meshes and sculpties on the map
381 RenderMeshes = false;
382
383[Permissions]
384 ; ##
385 ; ## PERMISSIONS
386 ; ##
387
388 ;permissionmodules = "DefaultPermissionsModule"
389
390 ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
391 ; any item, etc. This may not yet be implemented uniformally.
392 ; If set to true, then all permissions checks are carried out
393 ; Default is true
394 serverside_object_permissions = true
395
396 allow_grid_gods = false
397
398 ; This allows somne control over permissions
399 ; please note that this still doesn't duplicate SL, and is not intended to
400 ;region_owner_is_god = true
401 ;region_manager_is_god = false
402 ;parcel_owner_is_god = true
403
404 ; Control user types that are allowed to create new scripts
405 ; Only enforced if serviceside_object_permissions is true
406 ;
407 ; Current possible values are
408 ; all - anyone can create scripts (subject to normal permissions)
409 ; gods - only administrators can create scripts (as long as allow_grid_gods is true)
410 ; Default value is all
411 ; allowed_script_creators = all
412
413 ; Control user types that are allowed to edit (save) scripts
414 ; Only enforced if serviceside_object_permissions is true
415 ;
416 ; Current possible values are
417 ; all - anyone can edit scripts (subject to normal permissions)
418 ; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
419 ; Default value is all
420 ; allowed_script_editors = all
421
422 ; Provides a simple control for land owners to give build rights to specific avatars
423 ; in publicly accessible parcels that disallow object creation in general.
424 ; Owners specific avatars by adding them to the Access List of the parcel
425 ; without having to use the Groups feature
426 ; Disabled by default
427 ; simple_build_permissions = False
428
429 ; Minimum user level required to upload assets
430 ;LevelUpload = 0
431
432
433[RegionReady]
434 ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
435 enabled = true
436
437 ; Channel on which to signal region readiness through a message
438 ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
439 ; - the first field indicating whether this is an initial server startup
440 ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
441 ; - the third field is a number indicating how many scripts failed to compile
442 ; - "oar error" if supplied, provides the error message from the OAR load
443 channel_notify = -800
444
445 ; - disallow logins while scripts are loading
446 ; Instability can occur on regions with 100+ scripts if users enter before they have finished loading
447 login_disable = true
448
449 ; - send an alert as json to a service
450 ; alert_uri = "http://myappserver.net/my_handler/"
451
452
453[EstateManagement]
454 ; If false, then block any region restart requests from the client even if they are otherwise valid.
455 ; Default is true
456 AllowRegionRestartFromClient = true
457
458
459[UserProfiles]
460 ;# {ProfileURL} {} {Set url to UserProfilesService} {}
461 ;; Set the value of the url to your UserProfilesService
462 ;; If un-set / "" the module is disabled
463 ;; If the ProfileURL is not set, then very BASIC
464 ;; profile support will be configured. If the ProfileURL is set to a
465 ;; valid URL, then full profile support will be configured. The URL
466 ;; points to your grid's Robust user profiles service
467 ;;
468 ; ProfileURL = http://127.0.0.1:9000
469
470
471[SMTP]
472 enabled = false
473
474 ;enabled = true
475 ;internal_object_host = lsl.opensim.local
476 ;host_domain_header_from = 127.0.0.1
477 ;SMTP_SERVER_HOSTNAME = 127.0.0.1
478 ;SMTP_SERVER_PORT = 25
479 ;SMTP_SERVER_LOGIN = foo
480 ;SMTP_SERVER_PASSWORD = bar
481
482
483[Network]
484 ConsoleUser = "Test"
485 ConsolePass = "secret"
486 http_listener_port = 9000
487 console_port = 0
488
489 ; ssl config: Experimental! The auto https config only really works definately on windows XP now
490 ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
491 ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
492 http_listener_ssl = false ; Also create a SSL server
493 http_listener_cn = "localhost" ; Use the cert with the common name
494 http_listener_sslport = 9001 ; Use this port for SSL connections
495 http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
496
497 ; HTTPS for "Out of band" management applications such as the remote
498 ; admin module
499 ;
500 ; Create https_listener = "True" will create a listener on the port
501 ; specified. Provide the path to your server certificate along with it's
502 ; password
503 ; https_listener = False
504 ; Set our listener to this port
505 ; https_port = 0
506 ; Path to X509 certificate
507 ; cert_path = "path/to/cert.p12"
508 ; Password for cert
509 ; cert_pass = "password"
510
511 ; Hostname to use in llRequestURL/llRequestSecureURL
512 ; if not defined - default machine name is being used
513 ; (on Windows this mean NETBIOS name - useably only inside local network)
514 ; ExternalHostNameForLSL=127.0.0.1
515
516 ; Disallow the following address ranges for user scripting calls (e.g. llHttpRequest())
517 ; This is based on http://en.wikipedia.org/wiki/Reserved_IP_addresses
518 ; This stops users making HTTP calls to machines in the simulator's local network.
519 ; If you need to allow some LAN calls we recommend you use OutboundDisallowForUserScriptsExcept documented in OpenSim.ini.example
520 ; If you override OutboundDisallowForUserScripts directly you need to be very careful.
521 ;
522 ; Network ranges are specified in CIDR notation (http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation) with multiple entries separated by |
523 ; To specify an individual IP address use the /32 netmask (e.g. 192.168.1.3/32)
524 ; You can also specify individual <addr>:<port> endpoints (e.g. 192.168.1.3:8003)
525 ; If an address if given without a port number then port 80 is assumed.
526 OutboundDisallowForUserScripts = 0.0.0.0/8|10.0.0.0/8|100.64.0.0/10|127.0.0.0/8|169.254.0.0/16|172.16.0.0/12|192.0.0.0/24|192.0.2.0/24|192.88.99.0/24|192.168.0.0/16|198.18.0.0/15|198.51.100.0/24|203.0.113.0/24|224.0.0.0/4|240.0.0.0/4|255.255.255.255/32
527 ;
528 ; You can also prevent all user script outgoing calls with the following override in OpenSim.ini
529 ;
530 ; OutboundDisallowForUserScripts = 0.0.0.0/0
531 ;
532 ; You can also disable the blacklist entirely with an empty entry
533 ;
534 ; OutboundDisallowForUserScripts = ""
535
536 ; What is reported as the "X-Secondlife-Shard"
537 ; Defaults to the user server url if not set
538 ; The old default is "OpenSim", set here for compatibility
539 shard = "OpenSim"
540
541 ; What is reported as the "User-Agent" when using llHTTPRequest
542 ; Defaults to not sent if not set here. See the notes section in the wiki at
543 ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
544 ; " (Mozilla Compatible)" to the text where there are problems with a web server
545 ;user_agent = "OpenSim LSL (Mozilla Compatible)"
546
547 ; OpenSim can send multiple simultaneous requests for services such as asset
548 ; retrieval. However, some versions of mono appear to hang when there are too
549 ; many simultaneous requests, default is 30 and is currently applied only to assets
550 ;MaxRequestConcurrency = 30
551
552[AccessControl]
553 ; Viewer-based access control. |-separated list of allowed viewers.
554 ; AllowedClients = ""
555
556 ; Viewer-based access control. |-separated list of denied viewers.
557 ; No restrictions by default.
558 ; DeniedClients = ""
559
560
561[ClientStack.LindenUDP]
562 ; Set this to true to process incoming packets asynchronously. Networking is
563 ; already separated from packet handling with a queue, so this will only
564 ; affect whether networking internals such as packet decoding and
565 ; acknowledgement accounting are done synchronously or asynchronously
566 ; Default is true.
567 ;
568 ;async_packet_handling = true
569
570 ; The client socket receive buffer size determines how many
571 ; incoming requests we can process; the default on .NET is 8192
572 ; which is about 2 4k-sized UDP datagrams. On mono this is
573 ; whatever the underlying operating system has as default; for
574 ; example, ubuntu 8.04 or SLES11 have about 111k, which is about
575 ; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
576 ; do "sysctl net.core.rmem_default" to find out what your system
577 ; uses a default socket receive buffer size.
578 ;
579 ; client_socket_rcvbuf_size allows you to specify the receive
580 ; buffer size LLUDPServer should use. NOTE: this will be limited
581 ; by the system's settings for the maximum client receive buffer
582 ; size (on linux systems you can set that with "sysctl -w
583 ; net.core.rmem_max=X")
584 ;
585 ;client_socket_rcvbuf_size = 8388608
586
587 ; Maximum outbound bytes per second for a single scene. This can be used to
588 ; throttle total outbound UDP traffic for a simulator. The default value is
589 ; 0, meaning no throttling at the scene level. The example given here is
590 ; 20 megabits
591 ;
592 ;scene_throttle_max_bps = 2500000
593
594 ; Maximum bytes per second to send to any single client. This will override
595 ; the user's viewer preference settings. The default value is 0, meaning no
596 ; aggregate throttling on clients (only per-category throttling). The
597 ; example given here is 1.5 megabits
598 ;
599 ;client_throttle_max_bps = 187500
600
601 ; Minimum bytes per second to send to any single client as a result of
602 ; adaptive throttling. Viewer preferences set to a lower number will
603 ; override the settin. The example given here ensures that adaptive
604 ; throttling will never decrease per client bandwidth below 256 kbps.
605 ;
606 ;adaptive_throttle_min_bps = 32000
607
608 ; Adaptive throttling attempts to limit network overload when multiple
609 ; clients login by starting each connection more slowly. Disabled by
610 ; default
611 ;
612 enable_adaptive_throttles = true
613
614 ; Per-client bytes per second rates for the various throttle categories.
615 ; These are default values that will be overridden by clients. These
616 ; defaults are approximately equivalent to the throttles set by the Imprudence
617 ; viewer when maximum bandwidth is set to 350kbps
618
619 ;resend_default = 6625
620 ;land_default = 9125
621 ;wind_default = 1750
622 ;cloud_default = 1750
623 ;task_default = 18500
624 ;texture_default = 18500
625 ;asset_default = 10500
626
627 ; Configures how ObjectUpdates are aggregated. These numbers
628 ; do not literally mean how many updates will be put in each
629 ; packet that goes over the wire, as packets are
630 ; automatically split on a 1400 byte boundary. These control
631 ; the balance between responsiveness of interest list updates
632 ; and total throughput. Higher numbers will ensure more full-
633 ; sized packets and faster sending of data, but more delay in
634 ; updating interest lists
635 ;
636 ;PrimUpdatesPerCallback = 100
637
638 ; TextureSendLimit determines how many packets will be put on
639 ; the outgoing queue each cycle. Like the settings above, this
640 ; is a balance between responsiveness to priority updates and
641 ; total throughput. Higher numbers will give a better
642 ; throughput at the cost of reduced responsiveness to client
643 ; priority changes or transfer aborts
644 ;
645 ;TextureSendLimit = 20
646
647 ; CannibalizeTextureRate allows bandwidth to be moved from the
648 ; UDP texture throttle to the task throttle. Since most viewers
649 ; use HTTP textures, this provides a means of using what is largely
650 ; unused bandwidth in the total throttle. The value is the proportion
651 ; of the texture rate to move to the task queue. It must be between
652 ; 0.0 (none of the bandwidth is cannibalized) and 0.9 (90% of the
653 ; bandwidth is grabbed)
654 ;
655 ; CannibalizeTextureRate = 0.5
656
657 ; Quash and remove any light properties from attachments not on the
658 ; hands. This allows flashlights and lanterns to function, but kills
659 ; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
660 ; will also be affected.
661 ;
662 ;DisableFacelights = false
663
664 ; The time to wait before disconecting an unresponsive client.
665 ; The time is in seconds. The default is one minute
666 ;
667 ;AckTimeout = 60
668
669 ; The time to wait before disconecting an unresponsive paused client.
670 ; A client can be paused when the file selection dialog is open during file upload.
671 ; This gives extra time to find files via the dialog but will still disconnect if
672 ; the client crashes or loses its network connection
673 ; The time is in seconds. The default is five minutes.
674 ;
675 ;PausedAckTimeout = 300
676
677
678[ClientStack.LindenCaps]
679 ;; Long list of capabilities taken from
680 ;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities
681 ;; Not all are supported by OpenSim. The ones supported are
682 ;; set to localhost. These defaults can be overwritten
683 ;; in OpenSim.ini
684 ;;
685 Cap_AttachmentResources = ""
686 Cap_ChatSessionRequest = ""
687 Cap_CopyInventoryFromNotecard = "localhost"
688 Cap_DispatchRegionInfo = ""
689 Cap_EstateChangeInfo = ""
690 Cap_EnvironmentSettings = "localhost"
691 Cap_EventQueueGet = "localhost"
692 Cap_FetchInventory = ""
693 Cap_ObjectMedia = "localhost"
694 Cap_ObjectMediaNavigate = "localhost"
695 Cap_FetchLib = ""
696 Cap_FetchLibDescendents = ""
697 Cap_GetDisplayNames = "localhost"
698 Cap_GetTexture = "localhost"
699 Cap_GetMesh = "localhost"
700 Cap_GetObjectCost = ""
701 Cap_GetObjectPhysicsData = ""
702 Cap_GroupProposalBallot = ""
703 Cap_HomeLocation = ""
704 Cap_LandResources = ""
705 Cap_MapLayer = "localhost"
706 Cap_MapLayerGod = "localhost"
707 Cap_NewFileAgentInventory = "localhost"
708 Cap_NewFileAgentInventoryVariablePrice = "localhost"
709 Cap_ObjectAdd = "localhost"
710 Cap_ParcelPropertiesUpdate = "localhost"
711 Cap_ParcelMediaURLFilterList = ""
712 Cap_ParcelNavigateMedia = ""
713 Cap_ParcelVoiceInfoRequest = ""
714 Cap_ProductInfoRequest = ""
715 Cap_ProvisionVoiceAccountRequest = ""
716 Cap_RemoteParcelRequest = "localhost"
717 Cap_RequestTextureDownload = ""
718 Cap_SearchStatRequest = ""
719 Cap_SearchStatTracking = ""
720 Cap_SendPostcard = ""
721 Cap_SendUserReport = ""
722 Cap_SendUserReportWithScreenshot = ""
723 Cap_ServerReleaseNotes = ""
724 Cap_SimConsole = ""
725 Cap_SimulatorFeatures = ""
726 Cap_SetDisplayName = ""
727 Cap_StartGroupProposal = ""
728 Cap_TextureStats = ""
729 Cap_UntrustedSimulatorMessage = ""
730 Cap_UpdateAgentInformation = ""
731 Cap_UpdateAgentLanguage = ""
732 Cap_UpdateGestureAgentInventory = ""
733 Cap_UpdateNotecardAgentInventory = "localhost"
734 Cap_UpdateScriptAgent = "localhost"
735 Cap_UpdateGestureTaskInventory = ""
736 Cap_UpdateNotecardTaskInventory = "localhost"
737 Cap_UpdateScriptTask = "localhost"
738 Cap_UploadBakedTexture = "localhost"
739 Cap_UploadObjectAsset = "localhost"
740 Cap_ViewerStartAuction = ""
741 Cap_ViewerStats = ""
742
743 ; Capabilities for fetching inventory over HTTP rather than UDP
744 ; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above)
745 ; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled
746 Cap_WebFetchInventoryDescendents = ""
747 Cap_FetchInventoryDescendents2 = "localhost"
748 Cap_FetchInventory2 = "localhost"
749
750 ; Capability for searching for people
751 Cap_AvatarPickerSearch = "localhost"
752
753
754[Chat]
755 ; Controls whether the chat module is enabled. Default is true.
756 enabled = true;
757
758 ; Distance in meters that whispers should travel. Default is 10m
759 whisper_distance = 10
760
761 ; Distance in meters that ordinary chat should travel. Default is 20m
762 say_distance = 20
763
764 ; Distance in meters that shouts should travel. Default is 100m
765 shout_distance = 100
766
767[EntityTransfer]
768 ; The maximum distance in regions that an agent is allowed to teleport
769 ; along the x or y axis. This is set to 65535 because current viewers
770 ; can't handle teleports that are greater than this distance
771 ; Setting to 0 will allow teleports of any distance
772 ;
773 max_distance = 65535
774
775 ; Allow avatars to cross into and out of the region.
776 AllowAvatarCrossing = true
777
778 ; Minimum user level required for HyperGrid teleports
779 LevelHGTeleport = 0
780
781 ; Determine whether the cancel button is shown at all during teleports.
782 ; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
783 ; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
784 DisableInterRegionTeleportCancellation = false
785
786
787[Messaging]
788 ; Control which region module is used for instant messaging.
789 ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
790 InstantMessageModule = InstantMessageModule
791 ; MessageTransferModule = MessageTransferModule
792 ; OfflineMessageModule = OfflineMessageModule
793 ; OfflineMessageURL = http://yourserver/Offline.php
794 ; MuteListModule = MuteListModule
795 ; MuteListURL = http://yourserver/Mute.php
796
797 ; Control whether group messages are forwarded to offline users. Default is true.
798 ; ForwardOfflineGroupMessages = true
799
800
801[Inventory]
802 ; Control whether multiple objects sent to inventory should be coaleseced into a single item
803 ; There are still some issues with coalescence, including the fact that rotation is not restored
804 ; and some assets may be missing from archive files.
805 CoalesceMultipleObjectsToInventory = true
806
807
808[Appearance]
809 ; Persist avatar baked textures
810 ; Persisting baked textures can speed up login and region border
811 ; crossings especially with large numbers of users, though it
812 ; will store potentially large numbers of textures in your asset
813 ; database
814 PersistBakedTextures = false
815
816 ; Control the delay before appearance is sent to other avatars and
817 ; saved in the avatar service. Attempts to limit the impact caused
818 ; by the very chatty dialog that sets appearance when an avatar
819 ; logs in or teleports into a region; values are in seconds
820 DelayBeforeAppearanceSave = 5
821 DelayBeforeAppearanceSend = 2
822
823 ; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
824 ; This may help with some situations where avatars are persistently grey, though it will not help
825 ; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
826 ResendAppearanceUpdates = false
827
828 ; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar
829 ; on every login
830 ReuseTextures = false
831
832
833[Attachments]
834 ; Controls whether avatar attachments are enabled.
835 ; Defaults to true - only set to false for debugging purposes
836 Enabled = true
837
838 ; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments
839 ; Experimental setting to control CPU spiking when avatars with many attachments login/change outfit
840 ; or when multiple avatars with medium level attachments login/change outfit simultaneously.
841 ; If 0 then no throttling is performed.
842 ThrottlePer100PrimsRezzed = 0;
843
844
845[Mesh]
846 ; enable / disable Collada mesh support
847 ; default is true
848 AllowMeshUpload = true
849
850 ; if you use Meshmerizer and want collisions for meshies, setting this to true
851 ; will cause OpenSim to attempt to decode meshies assets, extract the physics
852 ; mesh, and use it for collisions.
853 UseMeshiesPhysicsMesh = true
854
855 ; Minimum user level required to upload meshes
856 ;LevelUpload = 0
857
858
859[Textures]
860 ; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible
861 ; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components
862 ; (e.g. images pulled from an external HTTP address).
863 ; Reusing previously generated textures results in a much faster update on the viewer but may cause issues if the viewer didn't receive all resolutions of the texture.
864 ; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted.
865 ; Hence, currently considered experimental.
866 ; Default is false.
867 ReuseDynamicTextures = false
868
869 ; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused
870 ; This is to workaround an apparent LL 3.3.4 and earlier viewer bug where such textures are not redisplayed properly when pulled from the viewer cache.
871 ; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem.
872 ; This setting only has an affect is ReuseDynamicTextures = true
873 ; Default is false
874 ReuseDynamicLowDataTextures = false
875
876
877[ODEPhysicsSettings]
878 ; ##
879 ; ## Physics stats settings
880 ;
881
882 ; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule
883 ; (see http://opensimulator.org/wiki/Monitoring_Module for more details).
884 collect_stats = false
885
886 ; ##
887 ; ## Physics logging settings - logfiles are saved to *.DIF files
888 ; ##
889
890 ; default is false
891 ;physics_logging = true
892 ;; every n simulation iterations, the physics snapshot file is updated
893 ;physics_logging_interval = 50
894 ;; append to existing physics logfile, or overwrite existing logfiles?
895 ;physics_logging_append_existing_logfile = true
896
897 ;##
898 ;## World Settings
899 ;##
900
901 ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
902 world_gravityx = 0
903 world_gravityy = 0
904 world_gravityz = -9.8
905
906 ; Terminal velocity of a falling avatar
907 ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
908 ; Max value is 255, min value is 0
909 avatar_terminal_velocity = 54
910
911 ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
912 ; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
913 world_stepsize = 0.0178
914 world_internal_steps_without_collisions = 10
915
916 ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
917 world_hashspace_size_low = -4
918 world_hashSpace_size_high = 128
919
920 ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
921 meters_in_small_space = 29.9
922 small_hashspace_size_low = -4
923 small_hashspace_size_high = 66
924
925 ; ##
926 ; ## Contact properties. (the stuff that happens when things come in contact with each other)
927 ; ##
928
929 ; surface layer around geometries other geometries can sink into before generating a contact
930 world_contact_surface_layer = 0.001
931
932 ; Filtering collisions helps keep things stable physics wise, but sometimes
933 ; it can be overzealous. If you notice bouncing, chances are it's that.
934 filter_collisions = false
935
936 ; Non Moving Terrain Contact (avatar isn't moving)
937 nm_terraincontact_friction = 255.0
938 nm_terraincontact_bounce = 0.1
939 nm_terraincontact_erp = 0.1025
940
941 ; Moving Terrain Contact (avatar is moving)
942 m_terraincontact_friction = 75.0
943 m_terraincontact_bounce = 0.05
944 m_terrainContact_erp = 0.05025
945
946 ; Moving Avatar to object Contact
947 m_avatarobjectcontact_friction = 75.0
948 m_avatarobjectcontact_bounce = 0.1
949
950 ; Object to Object Contact and Non-Moving Avatar to object
951 objectcontact_friction = 250.0
952 objectcontact_bounce = 0.2
953
954 ; ##
955 ; ## Avatar Control
956 ; ##
957
958 ; PID Controller Settings. These affect the math that causes the avatar to reach the
959 ; desired velocity
960 ; See http://en.wikipedia.org/wiki/PID_controller
961
962 av_pid_derivative_linux = 2200.0
963 av_pid_proportional_linux = 900.0;
964
965 av_pid_derivative_win = 2200.0
966 av_pid_proportional_win = 900.0;
967
968 ;girth of the avatar. Adds radius to the height also
969 av_capsule_radius = 0.37
970
971 ; Max force permissible to use to keep the avatar standing up straight
972 av_capsule_standup_tensor_win = 550000
973 av_capsule_standup_tensor_linux = 550000
974
975 ; specifies if the capsule should be tilted (=true; old compatibility mode)
976 ; or straight up-and-down (=false; better and more consistent physics behavior)
977 av_capsule_tilted = false
978
979 ; used to calculate mass of avatar.
980 ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
981 ; av_density * AVvolume;
982 av_density = 80
983
984 ; use this value to cut 52% of the height the sim gives us
985 ; Currently unused
986 ; av_height_fudge_factor = 0.52
987
988 ; Movement. Smaller is faster.
989
990 ; speed of movement with Always Run off
991 av_movement_divisor_walk = 1.3
992
993 ; speed of movement with Always Run on
994 av_movement_divisor_run = 0.8
995
996 ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
997 minimum_ground_flight_offset = 3.0
998
999 ; Plant avatar. This reduces the effect of physical contacts with the avatar.
1000 ; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive.
1001 ; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active
1002 ; will lock the avatar in place
1003 av_planted = false
1004
1005 ; No Avatar Avatar Collissions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment
1006 av_av_collisions_off = false
1007
1008 ; ##
1009 ; ## Object options
1010 ; ##
1011
1012 ; used in the mass calculation.
1013 geometry_default_density = 10.000006836
1014
1015 ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
1016 body_frames_auto_disable = 20
1017
1018 ; used to control llMove2Target
1019 body_pid_derivative = 35
1020 body_pid_gain = 25
1021
1022 ; maximum number of contact points to generate per collision
1023 contacts_per_collision = 80
1024
1025 ; amount of time a geom/body will try to cross a region border before it gets disabled
1026 geom_crossing_failures_before_outofbounds = 5
1027
1028 ; start throttling the object updates if object comes in contact with 3 or more other objects
1029 geom_contactpoints_start_throttling = 3
1030
1031 ; send 1 update for every x updates below when throttled
1032 geom_updates_before_throttled_update = 15
1033
1034 ; Used for llSetStatus. How rigid the object rotation is held on the axis specified
1035 body_motor_joint_maxforce_tensor_linux = 5
1036 body_motor_joint_maxforce_tensor_win = 5
1037
1038 ; Maximum mass an object can be before it is clamped
1039 maximum_mass_object = 10000.01
1040
1041 ; ##
1042 ; ## Sculpted Prim settings
1043 ; ##
1044
1045 ; Do we want to mesh sculpted prim to collide like they look?
1046 mesh_sculpted_prim = true
1047
1048 ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
1049 mesh_lod = 32
1050
1051 ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
1052 mesh_physical_lod = 16
1053
1054 ; ##
1055 ; ## Joint support
1056 ; ##
1057
1058 ; If you would like physics joints to be enabled through a special naming
1059 ; convention in the client, set this to true.
1060 ; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
1061 ; Default is false
1062 ;use_NINJA_physics_joints = true
1063
1064 ; ##
1065 ; ## additional meshing options
1066 ; ##
1067
1068 ; Physical collision mesh proxies are normally created for complex prim shapes,
1069 ; and collisions for simple boxes and spheres are computed algorithmically.
1070 ; If you would rather have mesh proxies for simple prims, you can set this to
1071 ; true. Note that this will increase memory usage and region startup time.
1072 ; Default is false.
1073 ;force_simple_prim_meshing = true
1074
1075
1076[BulletSim]
1077 ; All the BulletSim parameters can be displayed with the console command
1078 ; "physics get all" and all are defined in the source file
1079 ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
1080
1081 ; There are two bullet physics libraries, bulletunmanaged is the default and is a
1082 ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality
1083 ; but the c++ one is much faster.
1084 BulletEngine = "bulletunmanaged"
1085 ; BulletEngine = "bulletxna"
1086
1087 ; BulletSim can run on its own thread independent of the simulator's heartbeat
1088 ; thread. Enabling this will not let the physics engine slow down avatar movement, etc.
1089 UseSeparatePhysicsThread = false
1090
1091 ; Terrain implementation can use either Bullet's heightField or BulletSim can build
1092 ; a mesh. 0=heightField, 1=mesh
1093 TerrainImplementation = 0
1094 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
1095 ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
1096 ; magnifications use lots of memory.
1097 TerrainMeshMagnification = 2
1098
1099 ; Should avatars collide with each other?
1100 AvatarToAvatarCollisionsByDefault = true
1101
1102 ; Avatar physics height adjustments.
1103 ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
1104 AvatarHeightLowFudge = 0 ; Adjustment at low end of height range
1105 AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range
1106 AvatarHeightHighFudge = 0 ; Adjustment at high end of height range
1107
1108 ; Avatar walk-up-stairs parameters
1109 ; If an avatar collides with an object 'close to its feet', the avatar will be
1110 ; moved/pushed up do simulate stepping up.
1111 ;AvatarStepHeight = 0.6f ; The height, below which is considered a step collision.
1112 ;AvatarStepAngle = 0.3f ; The angle from vertical (in radians) to consider a surface a step
1113 ;AvatarStepApproachFactor = 2f ; Approach angle factor. O=straight on, .6=~45 degrees.
1114 ;AvatarStepGroundFudge = 0.1f ; Fudge added to bottom of avatar below which step collisions happen
1115 ;AvatarStepForceFactor = 0f ; Avatar is pushed up by its mass times this factor
1116 ;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor
1117 ;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied
1118
1119 ; Terminal velocity of a falling avatar
1120 ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
1121 ; negative for a downward speed.
1122 AvatarTerminalVelocity = -54
1123
1124 ; Default linkset implmentation
1125 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
1126 ; builds a compound shape from the children shapes to create a single physical
1127 ; shape. 'Compound' uses a lot less CPU time.
1128 LinkImplementation = 1 ; 0=constraint, 1=compound
1129
1130 ; If 'true', offset a linkset's origin based on mass of linkset parts.
1131 LinksetOffsetCenterOfMass = false
1132
1133 ; If 'true', turn scuplties into meshes
1134 MeshSculptedPrim = true
1135
1136 ; If 'true', force simple prims (box and sphere) to be meshed
1137 ; If 'false', the Bullet native special case shape is used for square rectangles
1138 ; and even dimensioned spheres.
1139 ForceSimplePrimMeshing = false
1140
1141 ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
1142 ; Happens often in sculpties. If turned off, there will be some doorways
1143 ; that cannot be walked through.
1144 ShouldRemoveZeroWidthTriangles = true
1145
1146 ; If 'true', use convex hull definition in mesh asset if present.
1147 ShouldUseAssetHulls = true
1148
1149 ; If there are thousands of physical objects, these maximums should be increased.
1150 MaxCollisionsPerFrame = 2048
1151 MaxUpdatesPerFrame = 8192
1152
1153 ; Detailed physics debug logging. Very verbose.
1154 PhysicsLoggingEnabled = False
1155 PhysicsLoggingDir = "."
1156 VehicleLoggingEnabled = False
1157
1158
1159[RemoteAdmin]
1160 enabled = false
1161
1162 ; Set this to a nonzero value to have remote admin use a different port
1163 port = 0
1164
1165 ; Set this to the ip address that you want the admin server to bind to
1166 bind_ip_address = "0.0.0.0"
1167
1168 ; This password is required to make any XMLRPC call (should be set as the "password" parameter)
1169 access_password = unknown
1170
1171 ; List the IP addresses allowed to call RemoteAdmin
1172 ; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
1173 ; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
1174 ; access_ip_addresses =
1175
1176 ; set this variable to true if you want the create_region XmlRpc
1177 ; call to unconditionally enable voice on all parcels for a newly
1178 ; created region [default: false]
1179 create_region_enable_voice = false
1180
1181 ; set this variable to false if you want the create_region XmlRpc
1182 ; call to create all regions as private per default (can be
1183 ; overridden in the XmlRpc call) [default: true]
1184 create_region_public = false
1185
1186 ; the create_region XmlRpc call uses region_file_template to generate
1187 ; the file name of newly create regions (if they are created
1188 ; persistent). the parameter available are:
1189 ; {0} - X location
1190 ; {1} - Y location
1191 ; {2} - region UUID
1192 ; {3} - region port
1193 ; {4} - region name with " ", ":", "/" mapped to "_"
1194 region_file_template = "{0}x{1}-{2}.ini"
1195
1196 ; we can limit the number of regions that XmlRpcCreateRegion will
1197 ; allow by setting this to a positive, non-0 number: as long as the
1198 ; number of regions is below region_limits, XmlRpcCreateRegion will
1199 ; succeed. setting region_limit to 0 disables the check.
1200 ; default is 0
1201 ;region_limit = 0
1202
1203 ; enable only those methods you deem to be appropriate using a | delimited whitelist
1204 ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
1205 ; if this parameter is not specified but enabled = true, all methods will be available
1206 enabled_methods = all
1207
1208 ; specify the default appearance for an avatar created through the remote admin interface
1209 ; This will only take effect is the file specified by the default_appearance setting below exists
1210 ;default_male = Default Male
1211 ;default_female = Default Female
1212
1213 ; update appearance copies inventory items and wearables of default avatars. if this value is false
1214 ; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
1215 ; subfolders are copied. the receiver will wear the same items the default avatar did wear.
1216 ;copy_folders = false
1217
1218 ; path to default appearance XML file that specifies the look of the default avatars
1219 ;default_appearance = default_appearance.xml
1220
1221
1222; RestPlugins are not currently operational.
1223;[RestPlugins]
1224; ; Change this to true to enable REST Plugins. This must be true if you wish to use
1225; ; REST Region or REST Asset and Inventory Plugins
1226; enabled = false
1227; god_key = SECRET
1228; prefix = /admin
1229
1230
1231;[RestRegionPlugin]
1232; ; Change this to true to enable the REST Region Plugin
1233; enabled = false
1234
1235
1236;[RestHandler]
1237; ; Change this to true to enable the REST Asset and Inventory Plugin
1238; enabled = false
1239; authenticate = true
1240; secured = true
1241; extended-escape = true
1242; realm = OpenSim REST
1243; dump-asset = false
1244; path-fill = true
1245; dump-line-size = 32
1246; flush-on-error = true
1247
1248
1249; IRC bridge is experimental, so if it breaks... keep both parts... yada yada
1250; also, not good error detection when it fails
1251[IRC]
1252 enabled = false; you need to set this to true otherwise it won't connect
1253 ;server = name.of.irc.server.on.the.net
1254 ;; user password - only use this if the server requires one
1255 ;password = mypass
1256 ;nick = OpenSimBotNameProbablyMakeThisShorter
1257 ;channel = #the_irc_channel_you_want_to_connect_to
1258 ;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
1259 ;port = 6667
1260 ;; channel to listen for configuration commands
1261 ;commands_enabled = false
1262 ;command_channel = 2777
1263 ;report_clients = true
1264 ;; relay private chat connections
1265 ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
1266 ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
1267 ;; relay_private_channel_in -- channel to receive message from the IRC bridge
1268 ;; relay_chat = false: IRC bridge will not relay normal chat
1269 ;; access_password -- simple security device
1270 ;;
1271 ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
1272 ;;
1273 ;; relay_private_channels = false
1274 ;; relay_chat = true
1275 ;;
1276 ;; to relay chat only to/from private in-world channels:
1277 ;;
1278 ;; relay_chat = false
1279 ;; relay_private_channels = true
1280 ;; relay_private_channel_in = 2226
1281 ;; relay_private_channel_out = 2225
1282 ;;
1283 ;; in this example, all chat coming in from IRC will be send out via
1284 ;; in-world channel 2226, and all chat from in-world channel 2225 will
1285 ;; be relayed to the IRC channel.
1286 ;;
1287 ;relay_private_channels = false
1288 ;relay_private_channel_in = 2226
1289 ;relay_private_channel_out = 2225
1290 ;relay_chat = true
1291 ;access_password = foobar
1292
1293 ;;fallback_region = name of "default" region
1294 ;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
1295 ;; must start with "PRIVMSG {0} : " or irc server will get upset
1296 ;;for <bot>:<user in region> :<message>
1297 ;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
1298 ;;for <bot>:<message> - <user of region> :
1299 ;msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
1300 ;;for <bot>:<message> - from <user> :
1301 ;;msgformat = "PRIVMSG {0} : {3} - from {1}"
1302
1303 ;; exclude_list allows you to stop the IRC connector from announcing the
1304 ;;arrival and departure of certain users. For example: admins, bots.
1305
1306 ;exclude_list=User 1,User 2,User 3
1307
1308 ;;Shows modal alertbox for entering agent on IRC enabled regions
1309 ;;
1310 ;; Enable Alert, default = false
1311 ;alert_show = false
1312 ;;
1313 ;; Show IRC serverinfo, default = true
1314 ;alert_show_serverinfo = true
1315 ;;
1316 ;alert_msg_pre = "This region is linked to Irc."
1317 ;alert_msg_post = "Everything you say in public chat can be listened."
1318
1319
1320; The following settings control the progression of daytime
1321; in the Sim. The defaults are the same as the commented out settings
1322[Sun]
1323 ; number of wall clock hours for an opensim day. 24.0 would mean realtime
1324 ;day_length = 4
1325 ; Year length in days
1326 ;year_length = 60
1327 ; Day to Night Ratio
1328 ;day_night_offset = 0.45
1329 ; send a Sun update every update_interval # of frames. A lower number will
1330 ; make for smoother sun transition at the cost of network
1331 ;update_interval = 100
1332
1333
1334[Wind]
1335 ; Enables the wind module. Default is true
1336 enabled = true
1337
1338 ; How often should wind be updated, as a function of world frames. Approximately 50 frames a second
1339 wind_update_rate = 150
1340
1341 ; The Default Wind Plugin to load
1342 wind_plugin = SimpleRandomWind
1343
1344 ; These settings are specific to the ConfigurableWind plugin
1345 ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
1346 ; avg_strength = 5.0
1347 ; avg_direction = 0.0
1348 ; var_strength = 0.0
1349 ; var_direction = 0.0
1350 ; rate_change = 1.0
1351
1352 ; This setting is specific to the SimpleRandomWind plugin
1353 ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
1354 strength = 1.0
1355
1356
1357[Cloud]
1358 ; Enable this to generate classic particle clouds above the sim.
1359 ; default is disabled - turn it on here
1360 enabled = false
1361
1362 ; Density of cloud cover 0.0 to 1.0 Defult 0.5
1363 density = 0.5
1364
1365 ; update interval for the cloud cover data returned by llCloud().
1366 ; default is 1000
1367 cloud_update_rate = 1000
1368
1369
1370[LightShare]
1371 ; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
1372 ; It has no ill effect on viewers which do not support server-side windlight settings.
1373 enable_windlight = false
1374
1375
1376[Trees]
1377 ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
1378 ; default is false
1379 active_trees = false
1380
1381 ; Density of tree population
1382 tree_density = 1000.0
1383
1384
1385[VectorRender]
1386 ; the font to use for rendering text (default: Arial)
1387 ; font_name = "Arial"
1388
1389
1390[LL-Functions]
1391 ; Set the following to true to allow administrator owned scripts to execute console commands
1392 ; currently unused
1393 ; AllowosConsoleCommand=false
1394
1395 ; Are god functions such as llSetObjectPermMask() allowed? If true then gods and only gods have access to these functions.
1396 ; If false then gods cannot execute these functions either.
1397 AllowGodFunctions = false
1398
1399 ; Restrict the email address used by llEmail to the address associated with the avatars user account?
1400 ; If true then llEmail will only send email to the address in the user account of the avatar who owns the object containing the script.
1401 ; If false then email may be sent to any valid email address.
1402 RestrictEmail = false
1403
1404 ; Maximum number of llListen events we allow over the entire region.
1405 ; Set this to 0 to have no limit imposed
1406 max_listens_per_region = 1000
1407
1408 ; Maximum number of llListen events we allow per script
1409 ; Set this to 0 to have no limit imposed.
1410 max_listens_per_script = 64
1411
1412 ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
1413 max_external_urls_per_simulator = 100
1414
1415 ; Use size boxes instead of meshed prims, sculpts and mesh when calculating bounding boxes.
1416 ; Speeds up calculations but can make them inaccurate, in some cases very inaccurate.
1417 UseSimpleBoxesInGetBoundingBox = false
1418
1419 ; Add a third vector with stats when returning results from llGetBoundingBox.
1420 ; Lists objects (groups), prims/meshes/avatars (parts) and vertices rendered.
1421 AddStatsInGetBoundingBox = false
1422
1423 ; Avatar bounding box, lower X value, constant part, when standing
1424 LowerAvatarBoundingBoxStandingXconst = -0.275
1425
1426 ; Avatar bounding box, upper X value, constant part, when standing
1427 UpperAvatarBoundingBoxStandingXconst = 0.275
1428
1429 ; Avatar bounding box, lower Y value, constant part, when standing
1430 LowerAvatarBoundingBoxStandingYconst = -0.35
1431
1432 ; Avatar bounding box, upper Y value, constant part, when standing
1433 UpperAvatarBoundingBoxStandingYconst = 0.35
1434
1435 ; Avatar bounding box, lower Z value, constant part, when standing
1436 LowerAvatarBoundingBoxStandingZconst = -0.1
1437
1438 ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when standing
1439 LowerAvatarBoundingBoxStandingZcoeff = -0.5
1440
1441 ; Avatar bounding box, upper Z value, constant part, when standing
1442 UpperAvatarBoundingBoxStandingZconst = 0.1
1443
1444 ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when standing
1445 UpperAvatarBoundingBoxStandingZcoeff = 0.5
1446
1447 ; Avatar bounding box, lower X value, constant part, when groundsitting
1448 LowerAvatarBoundingBoxGroundsittingXconst = -0.3875
1449
1450 ; Avatar bounding box, upper X value, constant part, when groundsitting
1451 UpperAvatarBoundingBoxGroundsittingXconst = 0.3875
1452
1453 ; Avatar bounding box, lower Y value, constant part, when groundsitting
1454 LowerAvatarBoundingBoxGroundsittingYconst = -0.5
1455
1456 ; Avatar bounding box, upper Y value, constant part, when groundsitting
1457 UpperAvatarBoundingBoxGroundsittingYconst = 0.5
1458
1459 ; Avatar bounding box, lower Z value, constant part, when groundsitting
1460 LowerAvatarBoundingBoxGroundsittingZconst = -0.05
1461
1462 ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when groundsitting
1463 LowerAvatarBoundingBoxGroundsittingZcoeff = -0.375
1464
1465 ; Avatar bounding box, upper Z value, constant part, when groundsitting
1466 UpperAvatarBoundingBoxGroundsittingZconst = 0.5
1467
1468 ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when groundsitting
1469 UpperAvatarBoundingBoxGroundsittingZcoeff = 0.0
1470
1471 ; Avatar bounding box, lower X value, constant part, when sitting
1472 LowerAvatarBoundingBoxSittingXconst = -0.5875
1473
1474 ; Avatar bounding box, upper X value, constant part, when sitting
1475 UpperAvatarBoundingBoxSittingXconst = 0.1875
1476
1477 ; Avatar bounding box, lower Y value, constant part, when sitting
1478 LowerAvatarBoundingBoxSittingYconst = -0.35
1479
1480 ; Avatar bounding box, upper Y value, constant part, when sitting
1481 UpperAvatarBoundingBoxSittingYconst = 0.35
1482
1483 ; Avatar bounding box, lower Z value, constant part, when sitting
1484 LowerAvatarBoundingBoxSittingZconst = -0.35
1485
1486 ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when sitting
1487 LowerAvatarBoundingBoxSittingZcoeff = -0.375
1488
1489 ; Avatar bounding box, upper Z value, constant part, when sitting
1490 UpperAvatarBoundingBoxSittingZconst = -0.25
1491
1492 ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when sitting
1493 UpperAvatarBoundingBoxSittingZcoeff = 0.25
1494
1495 ; Safety coefficient for max bounding box from prim size box X coordinate
1496 ; Worst case is twisted and sheared box, 1+sqrt(2)
1497 PrimBoundingBoxSafetyCoefficientX = 2.414214
1498
1499 ; Safety coefficient for max bounding box from prim size box Y coordinate
1500 ; Worst case is twisted and sheared box, 1+sqrt(2)
1501 PrimBoundingBoxSafetyCoefficientY = 2.414214
1502
1503 ; Safety coefficient for max bounding box from prim size box Z coordinate
1504 ; Worst case is twisted tube, 0.5+sqrt(1.25)
1505 PrimBoundingBoxSafetyCoefficientZ = 1.618034
1506
1507 ; Use llCastRay V3 if true.
1508 ; Implements llCastRay similar but not identical to Second Life.
1509 ; See http://wiki.secondlife.com/wiki/LlCastRay .
1510 ; NEW
1511 ; Meshes prims for good accuracy in ray hit detection,
1512 ; handling basic and tortured prims, sculpts and meshes.
1513 ; Uses ellipsoid, correctly sized avatar capsules.
1514 ; Handles complex terrain, multi-prim objects and seated avatars.
1515 ; Implements throttling and the status codes
1516 ; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED,
1517 ; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW.
1518 ; WARNING
1519 ; Can be faster on some servers and scenes, but slower on others,
1520 ; compared to previous version of llCastRay in OpenSimulator.
1521 ; Is in most cases considerably slower than llCastRay in Second Life.
1522 ; Generates geometry meshes and can therefore use much system resources.
1523 UseLlCastRayV3 = false
1524
1525 ; Accepted calculation precision error in calculations in llCastRay V3
1526 FloatToleranceInLlCastRay = 0.00001
1527
1528 ; Accepted distance difference between duplicate hits in llCastRay V3
1529 FloatTolerance2InLlCastRay = 0.001
1530
1531 ; Detail level when rendering prims in llCastRay V3
1532 ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
1533 PrimDetailLevelInLlCastRay = 1
1534
1535 ; Detail level when rendering sculpts in llCastRay V3
1536 ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
1537 SculptDetailLevelInLlCastRay = 1
1538
1539 ; Detail level when rendering meshes in llCastRay V3
1540 ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
1541 MeshDetailLevelInLlCastRay = 3
1542
1543 ; Detail level when rendering avatar capsules in llCastRay V3
1544 ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
1545 AvatarDetailLevelInLlCastRay = 1
1546
1547 ; Maximum number of returned hits from llCastRay V3
1548 MaxHitsInLlCastRay = 16
1549
1550 ; Maximum number of returned hits per prim from llCastRay V3
1551 MaxHitsPerPrimInLlCastRay = 16
1552
1553 ; Maximum number of returned hits per object from llCastRay V3
1554 MaxHitsPerObjectInLlCastRay = 16
1555
1556 ; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true
1557 DetectExitHitsInLlCastRay = false
1558
1559 ; Filter on parts instead of groups in llCastRay V3 if true
1560 FilterPartsInLlCastRay = false
1561
1562 ; Detect attachments in llCastRay V3 if true
1563 DoAttachmentsInLlCastRay = false
1564
1565 ; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3
1566 ; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this
1567 ThrottleTimeInMsInLlCastRay = 200
1568
1569 ; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3
1570 AvailableTimeInMsPerRegionInLlCastRay = 40
1571
1572 ; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3
1573 AvailableTimeInMsPerAvatarInLlCastRay = 10
1574
1575 ; Required available time in ms left to perform a new llCastRay in llCastRay V3
1576 RequiredAvailableTimeInMsInLlCastRay = 2
1577
1578 ; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions
1579 MaximumAvailableTimeInMsInLlCastRay = 40
1580
1581 ; Use cached meshes in llCastRay V3 if true
1582 ; Improves performance but uses more memory
1583 UseMeshCacheInLlCastRay = true
1584
1585
1586[DataSnapshot]
1587 ; The following set of configs pertains to search.
1588 ; Set index_sims to true to enable search engines to index your searchable data
1589 ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
1590 ; default is false
1591 index_sims = false
1592
1593 ; The variable data_exposure controls what the regions expose:
1594 ; minimum: exposes only things explicitly marked for search
1595 ; all: exposes everything
1596 data_exposure = minimum
1597
1598 ; If search is on, change this to your grid name; will be ignored for standalones
1599 gridname = "OSGrid"
1600
1601 ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
1602 ; Later, you may want to increase this to 3600 (1 hour) or more
1603 default_snapshot_period = 1200
1604
1605 ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
1606 snapshot_cache_directory = "DataSnapshot"
1607
1608 ; Uncomment if you want to index your data with this and/or other search providers. One entry per
1609 ; data service
1610 ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
1611
1612
1613[Economy]
1614 ; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
1615 ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
1616 ; There is no intention to implement anything further in core OpenSimulator.
1617 ; This functionality has to be provided by third party modules.
1618
1619 ;; Enables selling things for $0. Default is true.
1620 SellEnabled = true
1621
1622 ;; Money Unit fee to upload textures, animations etc. Default is 0.
1623 PriceUpload = 0
1624
1625 ;; Money Unit fee to create groups. Default is 0.
1626 PriceGroupCreate = 0
1627
1628 ; We don't really know what the rest of these values do. These get sent to the client
1629 ; These taken from Agni at a Public Telehub. Change at your own risk.
1630 ObjectCount = 0
1631 PriceEnergyUnit = 100
1632 PriceObjectClaim = 10
1633 PricePublicObjectDecay = 4
1634 PricePublicObjectDelete = 4
1635 PriceParcelClaim = 1
1636 PriceParcelClaimFactor = 1
1637
1638 PriceRentLight = 5
1639 TeleportMinPrice = 2
1640 TeleportPriceExponent = 2
1641 EnergyEfficiency = 1
1642 PriceObjectRent = 1
1643 PriceObjectScaleFactor = 10
1644 PriceParcelRent = 1
1645
1646
1647[XEngine]
1648 ; Enable this engine in this OpenSim instance
1649 Enabled = true
1650
1651 ; How many threads to keep alive even if nothing is happening
1652 MinThreads = 2
1653
1654 ; How many threads to start at maximum load
1655 MaxThreads = 100
1656
1657 ; Time a thread must be idle (in seconds) before it dies
1658 IdleTimeout = 60
1659
1660 ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
1661 Priority = "BelowNormal"
1662
1663 ; Maximum number of events to queue for a script (excluding timers)
1664 MaxScriptEventQueue = 300
1665
1666 ; Stack size per thread created
1667 ThreadStackSize = 262144
1668
1669 ; Set this to true (the default) to load each script into a separate
1670 ; AppDomain. Setting this to false will load all script assemblies into the
1671 ; current AppDomain, which will reduce the per-script overhead at the
1672 ; expense of reduced security and the inability to garbage collect the
1673 ; script assemblies
1674 AppDomainLoading = true
1675
1676 ; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
1677 ; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
1678 ; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
1679 ; by scripts have changed.
1680 ; DeleteScriptsOnStartup = false
1681
1682 ; Controls whether scripts are stopped by aborting their threads externally (abort)
1683 ; or by co-operative checks inserted by OpenSimulator into compiled script (co-op).
1684 ; co-op will be more stable as aborting threads can cause instability.
1685 ; abort was the default option in OpenSimulator 0.8 and before.
1686 ; If this setting is changed between co-op and abort, then existing scripts will automatically be recompiled if necessary.
1687 ; However, the setting change will not take affect until the next time you restart the simulator.
1688 ; Setting changes will not affect state information stored for scripts.
1689 ScriptStopStrategy = co-op
1690
1691 ; Rate to poll for asynchronous command replies (ms)
1692 ; currently unused
1693 ;AsyncLLCommandLoopms = 50
1694
1695 ; Save the source of all compiled scripts
1696 WriteScriptSourceToDebugFile = false
1697
1698 ; Default language for scripts
1699 DefaultCompileLanguage = lsl
1700
1701 ; List of allowed languages (lsl,vb,cs)
1702 ; AllowedCompilers=lsl,cs,vb
1703 ; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
1704 AllowedCompilers=lsl
1705
1706 ; Compile debug info (line numbers) into the script assemblies
1707 CompileWithDebugInformation = true
1708
1709 ; Allow the user of mod* functions. This allows a script to pass messages
1710 ; to a region module via the modSendCommand() function
1711 ; Default is false
1712 AllowMODFunctions = false
1713
1714 ; Allow the use of os* functions (some are dangerous)
1715 AllowOSFunctions = false
1716
1717 ; Allow the user of LightShare functions
1718 AllowLightShareFunctions = false
1719
1720 ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
1721 OSFunctionThreatLevel = VeryLow
1722
1723 ; OS Functions enable/disable
1724 ; For each function, you can add one line, as shown
1725 ; The default for all functions allows them if below threat level
1726
1727 ; true allows the use of the function unconditionally
1728 ; Allow_osSetRegionWaterHeight = true
1729
1730 ; false disables the function completely
1731 ; Allow_osSetRegionWaterHeight = false
1732
1733 ; Comma separated list of UUIDS allows the function for that list of UUIDS
1734 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
1735
1736 ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
1737 ; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel
1738 ; - PARCEL_OWNER: allow if the objectowner is parcelowner
1739 ; - ESTATE_MANAGER: allow if the object owner is a estate manager
1740 ; - ESTATE_OWNER: allow if objectowner is estateowner
1741 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
1742
1743 ; You can also use script creators as the uuid
1744 ; Creators_osSetRegionWaterHeight = <uuid>, ...
1745
1746 ; If both Allow_ and Creators_ are given, effective permissions
1747 ; are the union of the two.
1748
1749 ; Interval (s) between background save of script states
1750 SaveInterval = 120
1751
1752 ; Interval (s) between maintenance runs (0 = disable)
1753 MaintenanceInterval = 10
1754
1755 ; Time a script can spend in an event handler before it is interrupted
1756 EventLimit = 30
1757
1758 ; If a script overruns it's event limit, kill the script?
1759 KillTimedOutScripts = false
1760
1761 ; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested
1762 ; before aborting the thread (such as when an object containing scripts is taken into inventory).
1763 WaitForEventCompletionOnScriptStop = 1000;
1764
1765 ; Sets the multiplier for the scripting delays
1766 ScriptDelayFactor = 1.0
1767
1768 ; The factor the 10 m distances llimits are multiplied by
1769 ScriptDistanceLimitFactor = 1.0
1770
1771 ; Maximum length of notecard line read
1772 ; Increasing this to large values potentially opens
1773 ; up the system to malicious scripters
1774 ; NotecardLineReadCharsMax = 255
1775
1776 ; Minimum settable timer interval. Any timer setting less than this is
1777 ; rounded up to this minimum interval.
1778 ; MinTimerInterval = 0.5
1779
1780 ; Sensor settings
1781 SensorMaxRange = 96.0
1782 SensorMaxResults = 16
1783
1784 ; Allow for llCreateLink and llBreakLink to work without asking for permission
1785 ; only enable this in a trusted environment otherwise you may be subject to hijacking
1786 ; AutomaticLinkPermission = false
1787
1788 ; Disable underground movement of prims (default true); set to
1789 ; false to allow script controlled underground positioning of
1790 ; prims
1791 ; DisableUndergroundMovement = true
1792
1793 ;; Path to script assemblies
1794 ; ScriptEnginesPath = "ScriptEngines"
1795
1796
1797[Concierge]
1798 ; Enable concierge module
1799 ; Default is false
1800 enabled = false
1801
1802 ; name of the concierge
1803 whoami = "jeeves"
1804
1805 ; password for updating the welcome message templates via XmlRpc
1806 password = SECRET
1807
1808 ; regex specifying for which regions concierge service is desired; if
1809 ; empty, then for all
1810 regions = "^MeetingSpace-"
1811
1812 ; for each region that matches the regions regexp you can provide
1813 ; (optionally) a welcome template using format substitution:
1814 ; {0} is replaced with the name of the avatar entering the region
1815 ; {1} is replaced with the name of the region
1816 ; {2} is replaced with the name of the concierge (whoami variable above)
1817
1818 welcomes = /path/to/welcome/template/directory
1819
1820 ; Concierge can send attendee lists to an event broker whenever an
1821 ; avatar enters or leaves a concierged region. the URL is subject
1822 ; to format substitution:
1823 ; {0} is replaced with the region's name
1824 ; {1} is replaced with the region's UUID
1825 broker = "http://broker.place.com/{1}"
1826
1827
1828[MRM]
1829 ; Enables the Mini Region Modules Script Engine.
1830 ; default is false
1831 Enabled = false
1832
1833 ; Runs MRM in a Security Sandbox
1834 ; WARNING: DISABLING IS A SECURITY RISK.
1835 Sandboxed = true
1836
1837 ; The level sandbox to use, adjust at your OWN RISK.
1838 ; Valid values are:
1839 ; * FullTrust
1840 ; * SkipVerification
1841 ; * Execution
1842 ; * Nothing
1843 ; * LocalIntranet
1844 ; * Internet
1845 ; * Everything
1846 SandboxLevel = "Internet"
1847
1848 ; Only allow Region Owners to run MRMs
1849 ; May represent a security risk if you disable this.
1850 OwnerOnly = true
1851
1852
1853[Hypergrid]
1854 ; Keep it false for now. Making it true requires the use of a special client in order to access inventory
1855 safemode = false
1856
1857
1858[VivoxVoice]
1859 ; The VivoxVoice module will allow you to provide voice on your
1860 ; region(s). It uses the same voice technology as the LL grid and
1861 ; works with recent LL clients (we have tested 1.22.9.110075, so
1862 ; anything later ought to be fine as well).
1863 ;
1864 ; For this to work you need to obtain an admin account from Vivox
1865 ; that allows you to create voice accounts and region channels.
1866
1867 enabled = false
1868
1869 ; vivox voice server
1870 vivox_server = www.foobar.vivox.com
1871
1872 ; vivox SIP URI
1873 vivox_sip_uri = foobar.vivox.com
1874
1875 ; vivox admin user name
1876 vivox_admin_user = DeepThroat
1877
1878 ; vivox admin password
1879 vivox_admin_password = VoiceG4te
1880
1881 ; channel type: "channel" or "positional"
1882 ; - positional: spatial sound (default)
1883 ; - channel: normal "conference call", no spatial sound
1884 ;vivox_channel_type = positional
1885
1886 ; channel characteristics (unless you know what you are doing, i'd
1887 ; leave them as they are --- now you WILL muck around with them,
1888 ; huh? sigh)
1889
1890 ; channel distance model:
1891 ; 0 - no attenuation
1892 ; 1 - inverse distance attenuation
1893 ; 2 - linear attenuation (default)
1894 ; 3 - exponential attenuation
1895 ;vivox_channel_distance_model = 2
1896
1897 ; channel mode:
1898 ; - "open" (default)
1899 ; - "lecture"
1900 ; - "presentation"
1901 ; - "auditorium"
1902 ;vivox_channel_mode = "open"
1903
1904 ; channel roll off: rate of attenuation
1905 ; - a value between 1.0 and 4.0, default is 2.0
1906 ;vivox_channel_roll_off = 2.0
1907
1908 ; channel max range: distance at which channel is silent
1909 ; - a value between 0 and 160, default is 80
1910 ;vivox_channel_max_range = 80
1911
1912 ; channel clamping distance: distance before attenuation applies
1913 ; - a value between 0 and 160, default is 10
1914 ;vivox_channel_clamping_distance = 10
1915
1916
1917[Groups]
1918 Enabled = false
1919
1920 ; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really
1921 ; apply to the Flotsam/SimianGrid GroupsModule
1922 Module = Default
1923
1924 ; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
1925 ; or from the SimianGrid project at http://code.google.com/p/openmetaverse
1926 ;Module = GroupsModule
1927
1928 ; Enable Group Notices
1929 ;NoticesEnabled = true
1930
1931 ; This makes the Group module very chatty on the console.
1932 DebugEnabled = false
1933
1934 ; This makes the Groups Messaging module very chatty on the console.
1935 DebugMessagingEnabled = false
1936
1937 ; Groups data is cached for this number of seconds before another request is made to the groups service
1938 ; Set to 0 to disable the cache.
1939 ; Default is 30 seconds
1940 GroupsCacheTimeout = 30
1941
1942 ; Specify which messaging module to use for groups messaging and if it's enabled
1943 MessagingModule = GroupsMessagingModule
1944 ;MessagingEnabled = true
1945
1946 ; Experimental option to only message cached online users rather than all users
1947 ; Should make large group with few online members messaging faster, as the expense of more calls to ROBUST presence service
1948 ; (Flotsam groups only; in V2 this is always on)
1949 MessageOnlineUsersOnly = false
1950
1951 ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
1952
1953 ; SimianGrid Service for Groups
1954 ;ServicesConnectorModule = SimianGroupsServicesConnector
1955 ;GroupsServerURI = http://mygridserver.com:82/Grid/
1956
1957 ; Flotsam XmlRpc Service for Groups
1958 ;ServicesConnectorModule = XmlRpcGroupsServicesConnector
1959 ;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php
1960
1961 ; XmlRpc Security settings. These must match those set on your backend groups service if the service is using these keys
1962 ;XmlRpcServiceReadKey = 1234
1963 ;XmlRpcServiceWriteKey = 1234
1964
1965 ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
1966 ; this is a work around fora problem discovered on some Windows based region servers.
1967 ; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
1968 ; System.Net.WebException: The request was aborted: The request was canceled.
1969 ; XmlRpcDisableKeepAlive = false
1970
1971 ; Minimum user level required to create groups
1972 ;LevelGroupCreate = 0
1973
1974
1975[PacketPool]
1976 ;RecyclePackets = true;
1977 ;RecycleDataBlocks = true;
1978
1979 ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets.
1980 ; This reduces data churn
1981 RecycleBaseUDPPackets = true
1982
1983
1984[InterestManagement]
1985 ; This section controls how state updates are prioritized for each client
1986 ; Valid values are BestAvatarResponsiveness, Time, Distance,
1987 ; SimpleAngularDistance, and FrontBack
1988 UpdatePrioritizationScheme = BestAvatarResponsiveness
1989 ReprioritizationEnabled = true
1990 ReprioritizationInterval = 2000.0
1991 RootReprioritizationDistance = 10.0
1992 ChildReprioritizationDistance = 20.0
1993
1994 ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in the same region
1995 ; Updates will always be sent to the avatar that the update addresses and if av velocity is effectively zero (to prevent drift due to missing updates).
1996 ; n > 1 will reduce UDP traffic but will lead to laggier movement observed in other avatars.
1997 RootTerseUpdatePeriod = 0
1998
1999 ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in another region
2000 ; n > 1 will reduce UDP traffic but may lead to laggier movement observed in other avatars, though values up to 4 may not generate a noticeable effect.
2001 ChildTerseUpdatePeriod = 0
2002
2003 ; Send an update to clients if the difference from the last sent avatar position is greater than this tolerance
2004 RootPositionUpdateTolerance = 0.05
2005
2006 ; Send an update to clients if the euclidian difference from the last sent avatar rotation is greater than this tolerance
2007 RootRotationUpdateTolerance = 0.1
2008
2009 ; Send an update to clients if the difference from the last sent avatar velocity is greater than this tolerance
2010 RootVelocityUpdateTolerance = 0.001
2011
2012[Monitoring]
2013 ; Enable region monitoring
2014 ; If true, this will print out an error if more than a minute has passed since the last simulator frame
2015 ; Also is another source of region statistics provided via the regionstats URL
2016 Enabled = true
2017
2018
2019[WebStats]
2020 ; View region statistics via a web page
2021 ; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
2022 ; Use a web browser and type in the "Login URI" + "/SStats/"
2023 ; For example- http://127.0.0.1:9000/SStats/
2024 ; enabled=false
2025
2026[Statistics]
2027 ; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames
2028 ; to include in the averaging calculations
2029 NumberOfFrames=10
2030
2031[MediaOnAPrim]
2032 ; Enable media on a prim facilities
2033 Enabled = true;
2034
2035
2036[NPC]
2037 ;; Enable Non Player Character (NPC) facilities
2038 Enabled = false
2039
2040
2041[Terrain]
2042 ; Values can be "pinhead-island" or "flat"
2043 InitialTerrain = "pinhead-island"
2044 ; If 'true' each avatar is only sent terrain patches within their view distance
2045 ; This also changes the region terrain loading from 'lawn mower' to ordered around
2046 ; the avatar outward.
2047 SendTerrainUpdatesByViewDistance = True
2048
2049[LandManagement]
2050 ; When editing terrain or objects, parcel layer info is updated in the viewer.
2051 ; This can be expensive for large regions. If this variable is 'true', only the
2052 ; parcel layer data around the area of interest is sent. The parcel layer info
2053 ; is sent for 'ParcelLayerViewDistance' around the interest point.
2054 ; If 'ParcelLayerViewDistance' is >= 128, the operation for legacy sized regions
2055 ; will be what it has always been (send the whole region's parcel layer info).
2056 ; Other parcel updates (login, changing parcel ownership, ...) will still send
2057 ; whole region.
2058 LimitParcelLayerUpdateDistance = true
2059 ParcelLayerViewDistance = 128
2060
2061;;
2062;; If you are using a simian grid frontend you can enable
2063;; this module to upload tile images for the mapping fn
2064;;
2065[SimianGridMaptiles]
2066 Enabled = False
2067 MaptileURL = "http://www.mygrid.com/Grid/"
2068 RefreshTime = 3600
2069
2070
2071;;
2072;; JsonStore module provides structured store for scripts
2073;;
2074[JsonStore]
2075 Enabled = False
2076
2077 ;; Enable direct access to the SOP dynamic attributes
2078 EnableObjectStore = False
2079 MaxStringSpace = 0
2080
2081
2082;;
2083;; These are defaults that are overwritten below in [Architecture].
2084;; These defaults allow OpenSim to work out of the box with
2085;; zero configuration
2086;;
2087[AssetService]
2088 DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
2089 AssetLoaderArgs = "assets/AssetSets.xml"
2090
2091 ; Disable this to prevent the default asset set from being inserted into the
2092 ; asset store each time the region starts
2093 AssetLoaderEnabled = true
2094
2095
2096[GridService]
2097 ;; default standalone, overridable in StandaloneCommon.ini
2098 StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
2099
2100
2101[AutoBackupModule]
2102 ;; default is module is disabled at the top level
2103 AutoBackupModuleEnabled = false
2104
2105
2106[Sounds]
2107 ;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule}
2108 Module = OpenSim.Region.CoreModules.dll:SoundModule
2109
2110 ;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0}
2111 MaxDistance = 100.0
2112
2113
2114[ServiceThrottle]
2115 ;; Default time interval (in ms) for the throttle service thread to wake up
2116 Interval = 5000
2117
2118[Dwell]
2119 ;; This enables the built in basic dwell module
2120 DwellModule = DefaultDwellModule
2121
2122[Modules]
2123 Include-modules = "addon-modules/*/config/*.ini"
2124