diff options
Diffstat (limited to 'bin/OpenSimDefaults.ini')
-rw-r--r-- | bin/OpenSimDefaults.ini | 70 |
1 files changed, 38 insertions, 32 deletions
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index a5a43b1..3a961d6 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini | |||
@@ -373,6 +373,19 @@ | |||
373 | AllowRegionRestartFromClient = true | 373 | AllowRegionRestartFromClient = true |
374 | 374 | ||
375 | 375 | ||
376 | [UserProfiles] | ||
377 | ;# {ProfileURL} {} {Set url to UserProfilesService} {} | ||
378 | ;; Set the value of the url to your UserProfilesService | ||
379 | ;; If un-set / "" the module is disabled | ||
380 | ;; If the ProfileURL is not set, then very BASIC | ||
381 | ;; profile support will be configured. If the ProfileURL is set to a | ||
382 | ;; valid URL, then full profile support will be configured. The URL | ||
383 | ;; points to your grid's Robust user profiles service | ||
384 | ;; | ||
385 | ; ProfileURL = http://127.0.0.1:9000 | ||
386 | |||
387 | |||
388 | |||
376 | [SMTP] | 389 | [SMTP] |
377 | enabled = false | 390 | enabled = false |
378 | 391 | ||
@@ -917,56 +930,49 @@ | |||
917 | ;force_simple_prim_meshing = true | 930 | ;force_simple_prim_meshing = true |
918 | 931 | ||
919 | [BulletSim] | 932 | [BulletSim] |
920 | ; World parameters | 933 | ; All the BulletSim parameters can be displayed with the console command "physics get all" |
934 | ; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. | ||
921 | 935 | ||
922 | ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll | 936 | ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll |
923 | ; bulletxna is a managed C# dll. They have comparible functionality.. the c++ is much faster. | 937 | ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster. |
924 | |||
925 | BulletEngine = "bulletunmanaged" | 938 | BulletEngine = "bulletunmanaged" |
926 | ; BulletEngine = "bulletxna" | 939 | ; BulletEngine = "bulletxna" |
927 | 940 | ||
928 | ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine, | 941 | ; Terrain Implementation |
929 | ; you will want to switch to the heightfield option | 942 | TerrainImplementation = 1 ; 0=Heightfield, 1=mesh |
930 | TerrainImplementation = 1 | 943 | ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2' |
931 | ; TerrainImplementation = 0 | 944 | ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory. |
932 | 945 | TerrainMeshMagnification = 2 | |
933 | Gravity = -9.80665 | ||
934 | 946 | ||
935 | TerrainFriction = 0.30 | 947 | ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height |
936 | TerrainHitFraction = 0.8 | 948 | AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range |
937 | TerrainRestitution = 0 | 949 | AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range |
938 | TerrainCollisionMargin = 0.04 | 950 | AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range |
939 | 951 | ||
940 | AvatarFriction = 0.2 | 952 | ; Default linkset implmentation |
941 | AvatarStandingFriction = 0.95 | 953 | ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound |
942 | AvatarRestitution = 0.0 | 954 | ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time. |
943 | AvatarDensity = 3.5 | ||
944 | AvatarCapsuleWidth = 0.6 | ||
945 | AvatarCapsuleDepth = 0.45 | ||
946 | AvatarCapsuleHeight = 1.5 | ||
947 | AvatarContactProcessingThreshold = 0.1 | ||
948 | |||
949 | MaxObjectMass = 10000.01 | ||
950 | |||
951 | CollisionMargin = 0.04 | ||
952 | |||
953 | ; Linkset implmentation | ||
954 | LinkImplementation = 1 ; 0=constraint, 1=compound | 955 | LinkImplementation = 1 ; 0=constraint, 1=compound |
955 | 956 | ||
956 | ; Whether to mesh sculpties | 957 | ; If 'true', turn scuplties into meshes |
957 | MeshSculptedPrim = true | 958 | MeshSculptedPrim = true |
958 | 959 | ||
959 | ; If 'true', force simple prims (box and sphere) to be meshed | 960 | ; 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 | ||
960 | ForceSimplePrimMeshing = false | 962 | ForceSimplePrimMeshing = false |
961 | 963 | ||
962 | ; Bullet step parameters | 964 | ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. |
963 | MaxSubSteps = 10 | 965 | ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through. |
964 | FixedTimeStep = .01667 | 966 | ShouldRemoveZeroWidthTriangles = true |
967 | |||
968 | ; If 'true', use convex hull definition in mesh asset if present. | ||
969 | ShouldUseAssetHulls = true | ||
965 | 970 | ||
971 | ; If there are thousands of physical objects, these maximums should be increased. | ||
966 | MaxCollisionsPerFrame = 2048 | 972 | MaxCollisionsPerFrame = 2048 |
967 | MaxUpdatesPerFrame = 8192 | 973 | MaxUpdatesPerFrame = 8192 |
968 | 974 | ||
969 | ; Detailed physics debug logging | 975 | ; Detailed physics debug logging. Very verbose. |
970 | PhysicsLoggingEnabled = False | 976 | PhysicsLoggingEnabled = False |
971 | PhysicsLoggingDir = "." | 977 | PhysicsLoggingDir = "." |
972 | VehicleLoggingEnabled = False | 978 | VehicleLoggingEnabled = False |