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-rw-r--r--bin/OpenSimDefaults.ini56
1 files changed, 37 insertions, 19 deletions
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 3a961d6..f28dd3e 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -915,54 +915,72 @@
915 ; ## Joint support 915 ; ## Joint support
916 ; ## 916 ; ##
917 917
918 ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. 918 ; If you would like physics joints to be enabled through a special naming
919 ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) 919 ; convention in the client, set this to true.
920 ; default is false 920 ; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
921 ; Default is false
921 ;use_NINJA_physics_joints = true 922 ;use_NINJA_physics_joints = true
922 923
923 ; ## 924 ; ##
924 ; ## additional meshing options 925 ; ## additional meshing options
925 ; ## 926 ; ##
926 927
927 ; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and 928 ; Physical collision mesh proxies are normally created for complex prim shapes,
928 ; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to 929 ; and collisions for simple boxes and spheres are computed algorithmically.
929 ; true. Note that this will increase memory usage and region startup time. Default is false. 930 ; If you would rather have mesh proxies for simple prims, you can set this to
931 ; true. Note that this will increase memory usage and region startup time.
932 ; Default is false.
930 ;force_simple_prim_meshing = true 933 ;force_simple_prim_meshing = true
931 934
932[BulletSim] 935[BulletSim]
933 ; All the BulletSim parameters can be displayed with the console command "physics get all" 936 ; All the BulletSim parameters can be displayed with the console command
934 ; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. 937 ; "physics get all" and all are defined in the source file
938 ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
935 939
936 ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll 940 ; There are two bullet physics libraries, bulletunmanaged is the default and is a
937 ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster. 941 ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality
942 ; but the c++ one is much faster.
938 BulletEngine = "bulletunmanaged" 943 BulletEngine = "bulletunmanaged"
939 ; BulletEngine = "bulletxna" 944 ; BulletEngine = "bulletxna"
940 945
941 ; Terrain Implementation 946 ; BulletSim can run on its own thread independent of the simulator's heartbeat
942 TerrainImplementation = 1 ; 0=Heightfield, 1=mesh 947 ; thread. Enabling this will nto let the physics engine slow down avatar movement, etc.
943 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2' 948 UseSeparatePhysicsThread = false
944 ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory. 949
950 ; Terrain implementation can use either Bullet's heightField or BulletSim can build
951 ; a mesh. 0=heightField, 1=mesh
952 TerrainImplementation = 1
953 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
954 ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
955 ; magnification uses lots of memory.
945 TerrainMeshMagnification = 2 956 TerrainMeshMagnification = 2
946 957
947 ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height 958 ; Avatar physics height adjustments.
959 ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
948 AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range 960 AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range
949 AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range 961 AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range
950 AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range 962 AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range
951 963
952 ; Default linkset implmentation 964 ; Default linkset implmentation
953 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound 965 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
954 ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time. 966 ; builds a compound shape from the children shapes to create a single physical
967 ; shape. 'Compound' uses a lot less CPU time.
955 LinkImplementation = 1 ; 0=constraint, 1=compound 968 LinkImplementation = 1 ; 0=constraint, 1=compound
956 969
970 ; If 'true', offset a linkset's origin based on mass of linkset parts.
971 LinksetOffsetCenterOfMass = false
972
957 ; If 'true', turn scuplties into meshes 973 ; If 'true', turn scuplties into meshes
958 MeshSculptedPrim = true 974 MeshSculptedPrim = true
959 975
960 ; If 'true', force simple prims (box and sphere) to be meshed 976 ; If 'true', force simple prims (box and sphere) to be meshed
961 ; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres 977 ; If 'false', the Bullet native special case shape is used for square rectangles
978 ; and even dimensioned spheres.
962 ForceSimplePrimMeshing = false 979 ForceSimplePrimMeshing = false
963 980
964 ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. 981 ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
965 ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through. 982 ; Happens often in sculpties. If turned off, there will be some doorways
983 ; that cannot be walked through.
966 ShouldRemoveZeroWidthTriangles = true 984 ShouldRemoveZeroWidthTriangles = true
967 985
968 ; If 'true', use convex hull definition in mesh asset if present. 986 ; If 'true', use convex hull definition in mesh asset if present.