diff options
Diffstat (limited to 'bin')
-rw-r--r-- | bin/OpenSimDefaults.ini | 57 |
1 files changed, 25 insertions, 32 deletions
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 237f684..4a89fe2 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini | |||
@@ -934,56 +934,49 @@ | |||
934 | ;force_simple_prim_meshing = true | 934 | ;force_simple_prim_meshing = true |
935 | 935 | ||
936 | [BulletSim] | 936 | [BulletSim] |
937 | ; World parameters | 937 | ; All the BulletSim parameters can be displayed with the console command "physics get all" |
938 | ; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. | ||
938 | 939 | ||
939 | ; 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 native c++ dll |
940 | ; bulletxna is a managed C# dll. They have comparible functionality.. the c++ is much faster. | 941 | ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster. |
941 | |||
942 | BulletEngine = "bulletunmanaged" | 942 | BulletEngine = "bulletunmanaged" |
943 | ; BulletEngine = "bulletxna" | 943 | ; BulletEngine = "bulletxna" |
944 | 944 | ||
945 | ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine, | 945 | ; Terrain Implementation |
946 | ; you will want to switch to the heightfield option | 946 | TerrainImplementation = 1 ; 0=Heightfield, 1=mesh |
947 | TerrainImplementation = 1 | 947 | ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2' |
948 | ; TerrainImplementation = 0 | 948 | ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory. |
949 | 949 | TerrainMeshMagnification = 2 | |
950 | Gravity = -9.80665 | ||
951 | |||
952 | TerrainFriction = 0.30 | ||
953 | TerrainHitFraction = 0.8 | ||
954 | TerrainRestitution = 0 | ||
955 | TerrainCollisionMargin = 0.04 | ||
956 | 950 | ||
957 | AvatarFriction = 0.2 | 951 | ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height |
958 | AvatarStandingFriction = 0.95 | 952 | AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range |
959 | AvatarRestitution = 0.0 | 953 | AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range |
960 | AvatarDensity = 3.5 | 954 | AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range |
961 | AvatarCapsuleWidth = 0.6 | ||
962 | AvatarCapsuleDepth = 0.45 | ||
963 | AvatarCapsuleHeight = 1.5 | ||
964 | AvatarContactProcessingThreshold = 0.1 | ||
965 | 955 | ||
966 | MaxObjectMass = 10000.01 | 956 | ; Default linkset implmentation |
967 | 957 | ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound | |
968 | CollisionMargin = 0.04 | 958 | ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time. |
969 | |||
970 | ; Linkset implmentation | ||
971 | LinkImplementation = 1 ; 0=constraint, 1=compound | 959 | LinkImplementation = 1 ; 0=constraint, 1=compound |
972 | 960 | ||
973 | ; Whether to mesh sculpties | 961 | ; If 'true', turn scuplties into meshes |
974 | MeshSculptedPrim = true | 962 | MeshSculptedPrim = true |
975 | 963 | ||
976 | ; If 'true', force simple prims (box and sphere) to be meshed | 964 | ; If 'true', force simple prims (box and sphere) to be meshed |
965 | ; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres | ||
977 | ForceSimplePrimMeshing = false | 966 | ForceSimplePrimMeshing = false |
978 | 967 | ||
979 | ; Bullet step parameters | 968 | ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. |
980 | MaxSubSteps = 10 | 969 | ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through. |
981 | FixedTimeStep = .01667 | 970 | ShouldRemoveZeroWidthTriangles = true |
971 | |||
972 | ; If 'true', use convex hull definition in mesh asset if present. | ||
973 | ShouldUseAssetHulls = true | ||
982 | 974 | ||
975 | ; If there are thousands of physical objects, these maximums should be increased. | ||
983 | MaxCollisionsPerFrame = 2048 | 976 | MaxCollisionsPerFrame = 2048 |
984 | MaxUpdatesPerFrame = 8192 | 977 | MaxUpdatesPerFrame = 8192 |
985 | 978 | ||
986 | ; Detailed physics debug logging | 979 | ; Detailed physics debug logging. Very verbose. |
987 | PhysicsLoggingEnabled = False | 980 | PhysicsLoggingEnabled = False |
988 | PhysicsLoggingDir = "." | 981 | PhysicsLoggingDir = "." |
989 | VehicleLoggingEnabled = False | 982 | VehicleLoggingEnabled = False |