From 08c9ad6a5b3346bd157fa70d4a0b8d120af59682 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Tue, 30 Jul 2019 18:03:01 +0100
Subject: Remove the outdated and no longer useful hardcoded config defaults
---
OpenSim/Region/Application/ConfigurationLoader.cs | 39 -
bin/OpenSimDefaults.ini | 2248 ---------------------
2 files changed, 2287 deletions(-)
diff --git a/OpenSim/Region/Application/ConfigurationLoader.cs b/OpenSim/Region/Application/ConfigurationLoader.cs
index 62bd4f4..66e46cb 100644
--- a/OpenSim/Region/Application/ConfigurationLoader.cs
+++ b/OpenSim/Region/Application/ConfigurationLoader.cs
@@ -140,7 +140,6 @@ namespace OpenSim
m_config = new OpenSimConfigSource();
m_config.Source = new IniConfigSource();
- m_config.Source.Merge(DefaultConfig());
m_log.Info("[CONFIG]: Reading configuration settings");
@@ -329,44 +328,6 @@ namespace OpenSim
}
///
- /// Setup a default config values in case they aren't present in the ini file
- ///
- /// A Configuration source containing the default configuration
- private static IConfigSource DefaultConfig()
- {
- IConfigSource defaultConfig = new IniConfigSource();
-
- {
- IConfig config = defaultConfig.Configs["Startup"];
-
- if (null == config)
- config = defaultConfig.AddConfig("Startup");
-
- config.Set("region_info_source", "filesystem");
-
- config.Set("physics", "OpenDynamicsEngine");
- config.Set("meshing", "Meshmerizer");
- config.Set("physical_prim", true);
- config.Set("serverside_object_permissions", true);
- config.Set("startup_console_commands_file", String.Empty);
- config.Set("shutdown_console_commands_file", String.Empty);
- config.Set("DefaultScriptEngine", "XEngine");
- config.Set("clientstack_plugin", "OpenSim.Region.ClientStack.LindenUDP.dll");
- }
-
- {
- IConfig config = defaultConfig.Configs["Network"];
-
- if (null == config)
- config = defaultConfig.AddConfig("Network");
-
- config.Set("http_listener_port", ConfigSettings.DefaultRegionHttpPort);
- }
-
- return defaultConfig;
- }
-
- ///
/// Read initial region settings from the ConfigSource
///
protected virtual void ReadConfigSettings()
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 1332ce8..e69de29 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -1,2248 +0,0 @@
-; This file contains defaults for various settings in OpenSimulator. These can be overriden
-; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
-
-[Startup]
- ; Console prompt
- ; Certain special characters can be used to customize the prompt
- ; Currently, these are
- ; \R - substitute region name
- ; \\ - substtitue \
- ConsolePrompt = "Region (\R) "
-
- ; Console commands can be saved to a file, so the command history persists after a restart. (default is true)
- ConsoleHistoryFileEnabled = true
-
- ; Log file location. This can be set to a simple file path
- ; LogFile = OpenSim.log
-
- ; The history file can be just a filename (relative to OpenSim's bin/ directory
- ; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
- ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
-
- ; How many lines of command history should we keep? (default is 100)
- ConsoleHistoryFileLines = 100
-
- ; Time stamp commands in history file (default false)
- ; ConsoleHistoryTimeStamp = false
-
- ; Set this to true if you want to log crashes to disk
- ; this can be useful when submitting bug reports.
- ; However, this will only log crashes within OpenSimulator that cause the entire program to exit
- ; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
- ; You will need to capture these native stack traces by recording the session log itself.
- save_crashes = false
-
- ; Directory to save crashes to if above is enabled
- ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
- crash_dir = "crashes"
-
- ; Place to create a PID file
- ; PIDFile = "/tmp/OpenSim.exe.pid"
-
- ; Console commands run at startup
- startup_console_commands_file = "startup_commands.txt"
-
- ; Console commands run on shutdown
- shutdown_console_commands_file = "shutdown_commands.txt"
-
- ; Console commands run every 20 minutes
- ; timer_Script = "filename"
-
- ; timer_Script time interval (default 20 min)
- ; The time is 60 per minute
- ; timer_Interval = 1200
-
- ; ##
- ; ## SYSTEM
- ; ##
-
- ; Sets the method that OpenSim will use to fire asynchronous
- ; events. Valid values are ,
- ; QueueUserWorkItem, SmartThreadPool, and Thread.
- async_call_method = SmartThreadPool
-
- ; Max threads to allocate on the FireAndForget thread pool
- ; when running with the SmartThreadPool option above
- MaxPoolThreads = 300
-
- ; Allow certain jobs to be run consecutively in a job engine rather than always concurrently.
- ; This improves performance in regions with large numbers of connections (in the hundreds).
- JobEngineEnabled = true
-
- ; Plugin Registry Location
- ; Set path to directory for plugin registry. Information about the
- ; registered repositories and installed plugins will be stored here.
- ; The OpenSim.exe process must have R/W access to the location.
- RegistryLocation = "."
-
- ; Used by region module addins. You can set this to outside bin, so that addin
- ; configurations will survive updates. The OpenSim.exe process must have R/W access
- ; to the location.
- ConfigDirectory = "."
-
- ; ##
- ; ## CLIENTS
- ; ##
-
- ; Set this to the DLL containing the client stack to use.
- clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
-
- ; ##
- ; ## REGIONS
- ; ##
-
- ; Determine where OpenSimulator looks for the files which tell it which regions to server
- ; Defaults to "filesystem" if this setting isn't present
- region_info_source = "filesystem"
- ; region_info_source = "web"
-
- ; Determines where the region XML files are stored if you are loading these from the filesystem.
- ; Defaults to bin/Regions in your OpenSimulator installation directory
- ; regionload_regionsdir="C:\somewhere\xmlfiles\"
-
- ; Determines the page from which regions xml is retrieved if you are loading these from the web
- ; The XML here has the same format as it does on the filesystem (including the tag),
- ; except that everything is also enclosed in a tag.
- ; regionload_webserver_url = "http://example.com/regions.xml"
-
- ;; Allow the simulator to start up if there are no region configuration available
- ;; from the selected region_info_source.
- allow_regionless = false
-
- ;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
- see_into_region = true
-
- ;; use legacy math for sittarget offset "correction"
- ;; set this option to false to use improved math more compatibility with SL.
- ;; keep it true if you have many old objects with sits set by scripts.
- ;; the offset in question is added to the SitTarget to find the sitting avatar position.
- ;; acording to its size, etc.
- ; LegacySitOffsets = true
-
- ; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
- ; Increasing this number will increase memory usage.
- MaxPrimUndos = 20
-
- ; Minimum size for non-physical prims.This can be overridden in the region config file (as
- ; NonPhysicalPrimMin!).
- ; NonPhysicalPrimMin = 0.001
-
- ; Maximum size of non physical prims. Affects resizing of existing prims. This can be overridden in the region config file (as NonPhysicalPrimMax!).
- NonPhysicalPrimMax = 256
-
- ; Minimum size where a prim can be physical. This can be overridden in the region config file.
- ; PhysicalPrimMin = 0.01
-
- ; Maximum size of physical prims. Affects resizing of existing prims. This can be overridden in the region config file.
- PhysicalPrimMax = 64
-
- ; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
- ; This can be overridden in the region config file.
- ClampPrimSize = false
-
- ; If a prim is loaded from an external source, clamp it to Z = 0 if Z is negative.
- ClampNegativeZ = false
-
- ; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
- ; This can be overridden in the region config file.
- LinksetPrims = 0
-
- ; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
- ; This only applies when crossing to a region running in a different simulator.
- ; For crossings where the regions are on the same simulator the script is always kept running.
- AllowScriptCrossing = true
-
- ; Allow compiled script binary code to cross region boundaries.
- ; If you set this to "true", any region that can teleport to you can
- ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
- ; YOU HAVE BEEN WARNED!!!
- TrustBinaries = false
-
- ; the default view range. Viewers override this ( no major effect still )
- ;DefaultDrawDistance = 255.0
-
- ; limit the maximum view range ( no effect still (does limit MaxRegionsViewDistance) )
- ;MaxDrawDistance = 512
-
- ; Other regions visibility depends on avatar position and view range
- ; the view range considered is limited the maximum and minimum distances:
- ;MaxRegionsViewDistance = 255
- ;MinRegionsViewDistance = 96
-
- ; If you have only one region in an instance, or to avoid the many bugs
- ; that you can trigger in modules by restarting a region, set this to
- ; true to make the entire instance exit instead of restarting the region.
- ; This is meant to be used on systems where some external system like
- ; Monit will restart any instance that exits, thereby making the shutdown
- ; into a restart.
- InworldRestartShutsDown = false
-
- ; Use of normalized 55FPS statistics
- ; Opensim does not have a frame rate control like other simulators.
- ; Most parameters that control timing can be configurable region by region.
- ; To achieve closer compatibility with values expected by viewers, scripts and users
- ; some parameters are converted to a equivalent per frame value.
- ; Additionally, they are scaled to values they would have on a system running at a nominal 55 frames per second rate.
- ; The scale factor it 55 * FrameTime, corresponding to 5 with default configuration
- ; You can choose to show the true physics FPS to viewers by setting Normalized55FPS to false.
- ; Normalized55FPS = true
-
- ; Main Frame time
- ; This defines the rate of several simulation events.
- ; Default value should meet most needs.
- ; It can be reduced to improve the simulation of moving objects, with possible increase of cpu and network loads.
- ; It should not be less than the physics engine step time.
- ; Being a integer multiple of it may reduce some jitter in reported physics FPS.
- ; changing this value, you need to change some of the following *EveryNFrames so their actions timing remains the same
- FrameTime = 0.0909
-
- ; The values below represent the percentage of the target frame time that,
- ; when underrun, should trigger yellow or red in the lag meter.
- ; Less than 60% of FPS is amber by default, less then 40% is red.
- ; These values are advisory. Viewers may choose to not use them but it is
- ; encouraged that they do.
- ; FrameTimeWarnPercent = 60
- ; FrameTimeCritPercent = 40
-
- ; Send scheduled updates to objects in the scene
- ; This must be a whole number
- UpdateObjectsEveryNFrames = 1
-
- ; Send position/velocity, etc. updates to agents in the scene
- ; This must be a whole number
- UpdateAgentsEveryNFrames = 1
-
- ; Apply pending forces from physics calculations to an entity.
- ; This must be a whole number
- UpdateEntityMovementEveryNFrames = 1
-
- ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
- ; This must be a whole number
- UpdateCoarseLocationsEveryNFrames = 50
-
- ; Physics simulation execution or syncronization, acording to engine. Should be 1
- ; This must be a whole number
- UpdatePhysicsEveryNFrames = 1
-
- ; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
- ; This must be a whole number
- UpdateEventsEveryNFrames = 1
-
- ; Send terrain updates to viewers
- ; This must be a whole number
- UpdateTerrainEveryNFrames = 50
-
- ; Persitently store any objects which meet the PRIM STORAGE criteria
- ; This must be a whole number
- UpdateStorageEveryNFrames = 200
-
- ; Clean up temp on rez objects.
- ; This must be a whole number
- UpdateTempCleaningEveryNSeconds = 180
-
- ; ##
- ; ## PRIM STORAGE
- ; ##
-
- ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
- ; prevent frequently changing objects from heavily loading the region data store.
- ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
- ;
- ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
- MinimumTimeBeforePersistenceConsidered = 60
- ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
- MaximumTimeBeforePersistenceConsidered = 600
-
- ; ##
- ; ## PHYSICS
- ; ##
-
- ; If true then prims can be collided with by avatars, other prims, etc.
- ; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
- ; Also, no prims are subject to physics.
- collidable_prim = true
-
- ; If true then prims can be made subject to physics (gravity, pushing, etc.).
- ; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
- physical_prim = true
-
- ; Select a mesher here.
- ;
- ; Meshmerizer properly handles complex prims by using triangle meshes.
- ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
- ;
- ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
- ; Usually this is only a box
-
- meshing = Meshmerizer
- ;meshing = ZeroMesher
-
- ; Path to decoded sculpty maps
- ; Defaults to "j2kDecodeCache
- ;DecodedSculptMapPath = "j2kDecodeCache"
-
- ; if you use Meshmerizer and want sculpt map collisions, setting this to
- ; to true will store decoded sculpt maps in a special folder in your bin
- ; folder, which can reduce startup times by reducing asset requests. Some
- ; versions of mono dont work well when reading the cache files, so set this
- ; to false if you have compatibility problems.
- ;CacheSculptMaps = true
-
- ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
- ;; BulletSim supports varregions.
- ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
- ;; It continues to provide a workable physics implementation. It does not currently support varregions.
- ;; basicphysics effectively does not model physics at all, making all objects phantom.
- ;; Default is BulletSim
- physics = BulletSim
- ;physics = modified_BulletX
- ;physics = OpenDynamicsEngine
- ;physics = basicphysics
- ;physics = POS
-
- ; ##
- ; ## SCRIPT ENGINE
- ; ##
-
- ;; Default script engine to use. Currently, we only have XEngine
- DefaultScriptEngine = "XEngine"
-
- ; Http proxy setting for llHTTPRequest and dynamic texture loading, if
- ; required
- ; HttpProxy = "http://proxy.com:8080"
-
- ; If you're using HttpProxy, then you can set HttpProxyExceptions to a
- ; list of regular expressions for URLs that you don't want to go through
- ; the proxy.
- ; For example, servers inside your firewall.
- ; Separate patterns with a ';'
- ; HttpProxyExceptions = ".mydomain.com;localhost"
-
- ; ##
- ; ## EMAIL MODULE
- ; ##
- ;; The email module requires some configuration. It needs an SMTP
- ;; server to send mail through.
- ;emailmodule = DefaultEmailModule
-
- ; ##
- ; ## ANIMATIONS
- ; ##
-
- ; If enabled, enableFlySlow will change the primary fly state to
- ; FLYSLOW, and the "always run" state will be the regular fly.
- enableflyslow = false
-
- ; PreJump is an additional animation state, but it probably
- ; won't look right until the physics engine supports it
- ; (i.e delays takeoff for a moment)
-
- ; #
- ; # statistics
- ; #
-
- ; Simulator statistics are output to the console periodically at debug level INFO.
- ; Setting this to zero disables this output.
- ; LogShowStatsSeconds = 3600
-
- ; Simulator Stats URI
- ; Enable JSON simulator data by setting a URI name (case sensitive)
- ; Returns regular sim stats (SimFPS, ...)
- Stats_URI = "jsonSimStats"
-
- ; Simulator StatsManager URI
- ; Enable fetch of StatsManager registered stats. Fetch is query which can optionally
- ; specify category, container and stat to fetch. If not selected, returns all of that type.
- ; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic
- ; ManagedStatsRemoteFetchURI = "ManagedStats"
-
- ; Make OpenSim start all regions with logins disabled. They will need
- ; to be enabled from the console if this is set
- ; StartDisabled = false
-
- ; Image decoding. Use CSJ2K for layer boundary decoding if true,
- ; OpenJPEG if false
- ; UseCSJ2K = true
-
- ; Use "Trash" folder for items deleted from the scene
- ; When set to True (the default) items deleted from the scene will be
- ; stored in the user's trash or lost and found folder. When set to
- ; False items will be removed from the scene permanently
- UseTrashOnDelete = True
-
- ; #
- ; # Logging
- ; #
-
- ; Force logging when the thread pool approaches an overload condition
- ; Provides useful data for post-mortem analysis even in a production
- ; system with reduced logging
- LogOverloads = True
-
- ; #
- ; # Telehubs
- ; #
-
- ; SpawnPointRouting adjusts the landing for incoming avatars.
- ; "closest" will place the avatar at the SpawnPoint located in the closest
- ; available spot to the destination (typically map click/landmark).
- ; "random" will place the avatar on a randomly selected spawnpoint;
- ; "sequence" will place the avatar on the next sequential SpawnPoint
- ; SpawnPointRouting = closest
-
- ; TelehubAllowLandmark allows users with landmarks to override telehub
- ; routing and land at the landmark coordinates when set to true
- ; default is false
- ; TelehubAllowLandmark = false
-
- ; #
- ; # SSL certificates validation options
- ; #
-
- ; SSL certificate validation options
- ; you can allow selfsigned certificates or no official CA with next option set to true
- ; NoVerifyCertChain = true
- ; you can also bypass the hostname or domain verification
- ; NoVerifyCertHostname = true
- ; having both options true does provide encryption but with low security
- ; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
-
-[Map]
- ; Map tile options.
- ; If true, then maptiles are generated using the MapImageModule below.
- ; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
- ; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
- ; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
- ;GenerateMaptiles = true
-
- ;WorldMapModule = "WorldMap"
-
- ; The module to use in order to generate map images.
- ; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
- ; generate better images.
- ;MapImageModule = "MapImageModule"
-
- ; World map blacklist timeout in seconds
- ;BlacklistTimeout = 600
-
- ; Refresh (in seconds) the map tile periodically
- ;MaptileRefresh = 0
-
- ; If not generating maptiles, use this static texture asset ID
- ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
-
- ; Draw objects on maptile. This step might take a long time if you've got a large number of
- ; objects, so you can turn it off here if you'd like.
- DrawPrimOnMapTile = true
-
- ; Use terrain texture for maptiles if true, use shaded green if false
- TextureOnMapTile = true
-
- ; Texture prims
- TexturePrims = true
-
- ; Only texture prims that have a diagonal size greater than this number
- TexturePrimSize = 48
-
- ; Attempt to render meshes and sculpties on the map
- RenderMeshes = false
-
- ; warp3D rendering height limits for prims (relative to rez position not bounding box)
- ; prims above RenderMaxHeight are excluded
- ; valid values: 100 to 4086
- ;RenderMaxHeight = 4086
-
- ; prims below RenderMinHeight are excluded
- ; valid values: -100 to RenderMaxHeight - 10
- ;RenderMinHeight = -100
-
-[Permissions]
- ; ##
- ; ## PERMISSIONS
- ; ##
-
- ; Permission modules to use, separated by comma.
- ; Possible modules are DefaultPermissionsModule, PrimLimitsModule
- ;permissionmodules = "DefaultPermissionsModule"
-
- ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
- ; any item, etc. This may not yet be implemented uniformally.
- ; If set to true, then all permissions checks are carried out
- ; Default is true
- serverside_object_permissions = true
-
-
- ; This allows some control over permissions
- ; please note that this still doesn't duplicate SL, and is not intended to
-
- ; This allows grid users with a UserLevel of 200 or more to assume god
- ; powers in the regions in this simulator.
- ; if you don't trust grid admins, what are you doing there?
- allow_grid_gods = true
-
- ; Allow region owners to assume god powers in their regions
- ;region_owner_is_god = true
-
- ; Allow region managers to assume god powers in regions they manage
- ;region_manager_is_god = false
-
- ; God mode should be turned on in the viewer whenever
- ; the user has god rights somewhere. They may choose
- ; to turn it off again, though.
- automatic_gods = false
-
- ; The user can execute any and all god functions, as
- ; permitted by the viewer UI, without actually "godding
- ; up". This is the default state in 0.8.2.
- implicit_gods = false
-
- ; Control user types that are allowed to create new scripts
- ; Only enforced if serviceside_object_permissions is true
- ;
- ; Current possible values are
- ; all - anyone can create scripts (subject to normal permissions)
- ; gods - only administrators can create scripts (as long as allow_grid_gods is true)
- ; Default value is all
- ; allowed_script_creators = all
-
- ; Control user types that are allowed to edit (save) scripts
- ; Only enforced if serviceside_object_permissions is true
- ;
- ; Current possible values are
- ; all - anyone can edit scripts (subject to normal permissions)
- ; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
- ; Default value is all
- ; allowed_script_editors = all
-
- ; Provides a simple control for land owners to give build rights to specific avatars
- ; in publicly accessible parcels that disallow object creation in general.
- ; Owners specific avatars by adding them to the Access List of the parcel
- ; without having to use the Groups feature
- ; Disabled by default
- ; simple_build_permissions = False
-
- ; Minimum user level required to upload assets
- ;LevelUpload = 0
-
-
-[RegionReady]
- ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
- enabled = true
-
- ; Channel on which to signal region readiness through a message
- ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
- ; - the first field indicating whether this is an initial server startup
- ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
- ; - the third field is a number indicating how many scripts failed to compile
- ; - "oar error" if supplied, provides the error message from the OAR load
- channel_notify = -800
-
- ; - disallow logins while scripts are loading
- ; Instability can occur on regions with 100+ scripts if users enter before they have finished loading
- login_disable = true
-
- ; - send an alert as json to a service
- ; alert_uri = "http://myappserver.net/my_handler/"
-
-
-[EstateManagement]
- ; If false, then block any region restart requests from the client even if they are otherwise valid.
- ; Default is true
- AllowRegionRestartFromClient = true
-
-
-[UserProfiles]
- ;# {ProfileURL} {} {Set url to UserProfilesService} {}
- ;; Set the value of the url to your UserProfilesService
- ;; If un-set / "" the module is disabled
- ;; If the ProfileURL is not set, then very BASIC
- ;; profile support will be configured. If the ProfileURL is set to a
- ;; valid URL, then full profile support will be configured. The URL
- ;; points to your grid's Robust user profiles service
- ;;
- ; ProfileURL = http://127.0.0.1:9000
-
- ;; set this to false to prevent your users to be sent to unknown
- ;; web sites by other users on their profiles
- ; AllowUserProfileWebURLs = true
-
-
-[SMTP]
- enabled = false
-
- ;enabled = true
- ;internal_object_host = lsl.opensim.local
- ;host_domain_header_from = 127.0.0.1
- ;SMTP_SERVER_HOSTNAME = 127.0.0.1
- ;SMTP_SERVER_PORT = 25
- ;SMTP_SERVER_LOGIN = foo
- ;SMTP_SERVER_PASSWORD = bar
-
-
-[Network]
- ConsoleUser = "Test"
- ConsolePass = "secret"
- http_listener_port = 9000
- console_port = 0
-
- ; ssl config: Experimental!
- http_listener_ssl = false ; if set to true main server is replaced by a ssl one
- http_listener_sslport = 9001 ; Use this port for SSL connections
- ; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
- ; this will change is future
- http_listener_cn = "myRegionsExternalHostName"
- ; if the cert doesnt have a oficial CA or is selfsigned viewers option NoVerifySSLCert need to be set true
- http_listener_cert_path = "mycert.p12" ; path for the cert file that is valid for the ExternalHostName
- http_listener_cert_pass = "mycertpass" ; the cert passwork
-
- ; addicional HTTPS for "Out of band" management applications such as the remote
- ; admin module or scripts
- ;
- ; Create https_listener = "True" will create a listener on the port
- ; specified. Provide the path to your server certificate along with it's
- ; password
- ; https_listener = False
- ; Set our listener to this port
- ; https_port = 0
- ; Path to X509 certificate, can be the same as main or another
- ; cert_path = "path/to/cert.p12"
- ; Password for cert
- ; cert_pass = "password"
-
- ; Maximum bytes allowed for HTTP_BODY_MAXLENGTH.
- ; By default, llHTTPRequest limits the response body to 2048 bytes.
- ; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
- ; of HttpBodyMaxLenMAX bytes.
- ; HttpBodyMaxLenMAX=16384
-
- ; Hostname to use in llRequestURL/llRequestSecureURL
- ; must be a valid hostname for the ssl cert.
- ; if not defined - llRequestURL/llRequestSecureURL are disabled
- ; ExternalHostNameForLSL=127.0.0.1
-
- ; Disallow the following address ranges for user scripting calls (e.g. llHttpRequest())
- ; This is based on http://en.wikipedia.org/wiki/Reserved_IP_addresses
- ; This stops users making HTTP calls to machines in the simulator's local network.
- ; If you need to allow some LAN calls we recommend you use OutboundDisallowForUserScriptsExcept documented in OpenSim.ini.example
- ; If you override OutboundDisallowForUserScripts directly you need to be very careful.
- ;
- ; Network ranges are specified in CIDR notation (http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation) with multiple entries separated by |
- ; To specify an individual IP address use the /32 netmask (e.g. 192.168.1.3/32)
- ; You can also specify individual : endpoints (e.g. 192.168.1.3:8003)
- ; If an address if given without a port number then port 80 is assumed.
- 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
- ;
- ; You can also prevent all user script outgoing calls with the following override in OpenSim.ini
- ;
- ; OutboundDisallowForUserScripts = 0.0.0.0/0
- ;
- ; You can also disable the blacklist entirely with an empty entry
- ;
- ; OutboundDisallowForUserScripts = ""
-
- ; What is reported as the "X-Secondlife-Shard"
- ; Defaults to the user server url if not set
- ; The old default is "OpenSim", set here for compatibility
- shard = "OpenSim"
-
- ; What is reported as the "User-Agent" when using llHTTPRequest
- ; Defaults to not sent if not set here. See the notes section in the wiki at
- ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
- ; " (Mozilla Compatible)" to the text where there are problems with a web server
- ;user_agent = "OpenSim LSL (Mozilla Compatible)"
-
- ; OpenSim can send multiple simultaneous requests for services such as asset
- ; retrieval. However, some versions of mono appear to hang when there are too
- ; many simultaneous requests, default is 30 and is currently applied only to assets
- ;MaxRequestConcurrency = 30
-
-[ScriptsHttpRequestModule]
- ; options for llHttpRequest
-
- ; max number of concurrent connections per instance (all scenes), default 8
- ; MaxPoolThreads = 8
-
- ; max requests per second for all scripts on a prim, default 1
- ;PrimRequestsPerSec = 1.0
- ; initial unthrottled burst for all scripts on a prim, default 3
- ;PrimRequestsBurst = 3.0
-
- ; max requests per second for the objects owner (per instance), default 25
- ;PrimOwnerRequestsPerSec = 25.0
- ; initial unthrottled burst for the objects owner (per instance), default 5
- ;PrimOwnerRequestsBurst = 5.0
-
- ; requests timeout in miliseconds, range 200 to 60000, default 30000
- ;RequestsTimeOut = 30000
-
-[AccessControl]
- ; Viewer-based access control. |-separated list of allowed viewers.
- ; AllowedClients = ""
-
- ; Viewer-based access control. |-separated list of denied viewers.
- ; No restrictions by default.
- ; DeniedClients = ""
-
-
-[ClientStack.LindenUDP]
- ; Maximum outbound bytes per second for a single scene. This can be used to
- ; throttle total outbound UDP traffic for a simulator. The default value is
- ; 0, meaning no throttling at the scene level. The example given here is
- ; 20 megabits
- ;
- ;scene_throttle_max_bps = 2500000
-
- ; Maximum bytes per second to send to any single client. This will override
- ; the user's viewer preference settings. The default value is 0, meaning no
- ; aggregate throttling on clients (only per-category throttling). The
- ; example given here is 1.5 megabits
- ;
- ;client_throttle_max_bps = 187500
-
- ; Minimum bytes per second to send to any single client as a result of
- ; adaptive throttling. Viewer preferences set to a lower number will
- ; override the settin. The example given here ensures that adaptive
- ; throttling will never decrease per client bandwidth below 256 kbps.
- ;
- ;adaptive_throttle_min_bps = 32000
-
- ; Adaptive throttling attempts to limit network overload when multiple
- ; clients login by starting each connection more slowly. Disabled by
- ; default
- ; currently disabled
- ;enable_adaptive_throttles = false
-
- ; Per-client bytes per second rates for the various throttle categories.
- ; These are default values that will be overridden by clients. These
- ; defaults are approximately equivalent to the throttles set by the Imprudence
- ; viewer when maximum bandwidth is set to 350kbps
-
- ;resend_default = 6625
- ;land_default = 9125
- ;wind_default = 1750
- ;cloud_default = 1750
- ;task_default = 18500
- ;texture_default = 18500
- ;asset_default = 10500
-
- ; TextureSendLimit determines how many packets will be put on
- ; the lludp outgoing queue each cycle. Like the settings above, this
- ; is a balance between responsiveness to priority updates and
- ; total throughput. Higher numbers will give a better
- ; throughput at the cost of reduced responsiveness to client
- ; priority changes or transfer aborts
- ;
- ;TextureSendLimit = 20
-
- ; Quash and remove any light properties from attachments not on the
- ; hands. This allows flashlights and lanterns to function, but kills
- ; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
- ; will also be affected.
- ;
- ;DisableFacelights = false
-
- ; The time to wait before disconecting an unresponsive client.
- ; The time is in seconds. The default is one minute
- ;
- ;AckTimeout = 60
-
- ; The time to wait before disconecting an unresponsive paused client.
- ; A client can be paused when the file selection dialog is open during file upload.
- ; This gives extra time to find files via the dialog but will still disconnect if
- ; the client crashes or loses its network connection
- ; The time is in seconds. The default is five minutes.
- ;
- ;PausedAckTimeout = 300
-
- ; Support viewers object cache, default true
- ; users may need to reduce viewer bandwitdh if some prims or terrain parts fail to rez.
- ; change to false if you need to use old viewers that do not support this feature
- ;
- ; SupportViewerObjectsCache = true
-
-[ClientStack.LindenCaps]
- ;; Long list of capabilities taken from
- ;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities
- ;; Not all are supported by OpenSim. The ones supported are
- ;; set to localhost. These defaults can be overwritten
- ;; in OpenSim.ini
- ;;
- Cap_AttachmentResources = ""
- Cap_ChatSessionRequest = ""
- Cap_CopyInventoryFromNotecard = "localhost"
- Cap_DispatchRegionInfo = ""
- Cap_EstateChangeInfo = ""
- Cap_EnvironmentSettings = "localhost"
- Cap_EventQueueGet = "localhost"
- Cap_FetchInventory = ""
- Cap_ObjectMedia = "localhost"
- Cap_ObjectMediaNavigate = "localhost"
- Cap_FetchLib = ""
- Cap_FetchLibDescendents = ""
- Cap_GetDisplayNames = "localhost"
- Cap_GetTexture = "localhost"
- Cap_GetMesh = "localhost"
- Cap_GetMesh2 = "localhost"
- ; Cap_GetAsset = "localhost" DO not ucoment this line. Some popular viewers still dont do it right for opensim. Here to easy testing
- Cap_GetObjectCost = ""
- Cap_GetObjectPhysicsData = ""
- Cap_GroupProposalBallot = ""
- Cap_GroupMemberData = "localhost"
- Cap_HomeLocation = "localhost"
- Cap_LandResources = ""
- Cap_MapLayer = "localhost"
- Cap_MapLayerGod = "localhost"
- Cap_NewFileAgentInventory = "localhost"
- Cap_NewFileAgentInventoryVariablePrice = "localhost"
- Cap_ObjectAdd = "localhost"
- Cap_ParcelPropertiesUpdate = "localhost"
- Cap_ParcelMediaURLFilterList = ""
- Cap_ParcelNavigateMedia = ""
- Cap_ParcelVoiceInfoRequest = ""
- Cap_ProductInfoRequest = ""
- Cap_ProvisionVoiceAccountRequest = ""
- Cap_RemoteParcelRequest = "localhost"
- Cap_RequestTextureDownload = ""
- Cap_SearchStatRequest = ""
- Cap_SearchStatTracking = ""
- Cap_SendPostcard = ""
- Cap_SendUserReport = ""
- Cap_SendUserReportWithScreenshot = ""
- Cap_ServerReleaseNotes = "localhost"
- Cap_SimConsole = ""
- Cap_SimulatorFeatures = ""
- Cap_SetDisplayName = ""
- Cap_StartGroupProposal = ""
- Cap_TextureStats = ""
- Cap_UntrustedSimulatorMessage = ""
- Cap_UpdateAgentInformation = ""
- Cap_UpdateAgentLanguage = ""
- Cap_UpdateGestureAgentInventory = ""
- Cap_UpdateNotecardAgentInventory = "localhost"
- Cap_UpdateScriptAgent = "localhost"
- Cap_UpdateGestureTaskInventory = ""
- Cap_UpdateNotecardTaskInventory = "localhost"
- Cap_UpdateScriptTask = "localhost"
- Cap_UploadBakedTexture = "localhost"
- Cap_UploadObjectAsset = "localhost"
- Cap_ViewerStartAuction = ""
- Cap_ViewerStats = ""
-
- ; Capabilities for fetching inventory over HTTP rather than UDP
- ; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above)
- ; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled
- Cap_WebFetchInventoryDescendents = ""
- Cap_FetchInventoryDescendents2 = "localhost"
- Cap_FetchInventory2 = "localhost"
-
- ; Capability for searching for people
- Cap_AvatarPickerSearch = "localhost"
-
-
-[Chat]
- ; Controls whether the chat module is enabled. Default is true.
- enabled = true
-
- ; Distance in meters that whispers should travel. Default is 10m
- whisper_distance = 10
-
- ; Distance in meters that ordinary chat should travel. Default is 20m
- say_distance = 20
-
- ; Distance in meters that shouts should travel. Default is 100m
- shout_distance = 100
-
-[EntityTransfer]
- ; The maximum distance in regions that an agent is allowed to teleport
- ; along the x or y axis. This is set to 65535 because current viewers
- ; can't handle teleports that are greater than this distance
- ; Setting to 0 will allow teleports of any distance
- ;
- max_distance = 65535
-
- ; Allow avatars to cross into and out of the region.
- AllowAvatarCrossing = true
-
- ; This disables border transfers for objects. When true, objects can be placed outside
- ; the region's border without being transferred to another simulator.
- DisableObjectTransfer = false
-
- ; Minimum user level required for HyperGrid teleports
- LevelHGTeleport = 0
-
- ; Determine whether the cancel button is shown at all during teleports.
- ; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
- ; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
- DisableInterRegionTeleportCancellation = false
-
- ;; This option exists to control the behavior of teleporting gods into places that have landing points
- ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
- ;; avatars with god permissions; SL lets gods land wherever they want.
- LandingPointBehavior = LandingPointBehavior_OS
-
-
-[Messaging]
- ; Control which region module is used for instant messaging.
- ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
- InstantMessageModule = InstantMessageModule
- ; MessageTransferModule = MessageTransferModule
- ; OfflineMessageModule = OfflineMessageModule
- ; OfflineMessageURL = http://yourserver/Offline.php
- ; MuteListModule = MuteListModule
- ; MuteListURL = http://yourserver/Mute.php
-
- ; Control whether group messages are forwarded to offline users. Default is true.
- ; ForwardOfflineGroupMessages = true
-
-
-[Inventory]
- ; Control whether multiple objects sent to inventory should be coaleseced into a single item
- ; There are still some issues with coalescence, including the fact that rotation is not restored
- ; and some assets may be missing from archive files.
- CoalesceMultipleObjectsToInventory = true
-
-
-[Appearance]
- ; Persist avatar baked textures
- ; Persisting baked textures can speed up login and region border
- ; crossings especially with large numbers of users, though it
- ; will store potentially large numbers of textures in your asset
- ; database
- PersistBakedTextures = false
-
- ; Control the delay before appearance is sent to other avatars and
- ; saved in the avatar service. Attempts to limit the impact caused
- ; by the very chatty dialog that sets appearance when an avatar
- ; logs in or teleports into a region; values are in seconds
- DelayBeforeAppearanceSave = 5
- DelayBeforeAppearanceSend = 2
-
- ; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
- ; This may help with some situations where avatars are persistently grey, though it will not help
- ; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
- ResendAppearanceUpdates = false
-
- ; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar
- ; on every login
- ReuseTextures = false
-
-
-[Attachments]
- ; Controls whether avatar attachments are enabled.
- ; Defaults to true - only set to false for debugging purposes
- Enabled = true
-
-
-[Mesh]
- ; enable / disable mesh asset uploads
- ; mesh asset must conform to standard mesh format, with OpenSim extensions
- ; default is true
- AllowMeshUpload = true
-
- ; Minimum user level required to upload meshes
- ;LevelUpload = 0
-
- ; support meshes on physics
- ;UseMeshiesPhysicsMesh = true
-
- ;support convex shape type on normal prims
- ; (ubOde only)
- ;ConvexPrims = true
-
- ;support convex shape type on sculpts
- ; (ubOde only)
- ;ConvexSculpts = true
-
- ; mesh cache settings:
- ; (ubOde only)
- ; do cache (keep true)
- ;MeshFileCache = true
- ; cache folder name relative to bin/ or absolute path
- ;MeshFileCachePath = MeshCache
- ;MeshFileCacheDoExpire = true
- ;MeshFileCacheExpireHours = 48
-
-
-
-[Textures]
- ; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible
- ; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components
- ; (e.g. images pulled from an external HTTP address).
- ; 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.
- ; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted.
- ; Hence, currently considered experimental.
- ; Default is false.
- ReuseDynamicTextures = false
-
- ; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused
- ; 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.
- ; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem.
- ; This setting only has an affect is ReuseDynamicTextures = true
- ; Default is false
- ReuseDynamicLowDataTextures = false
-
-
-[ODEPhysicsSettings]
- ; ##
- ; ## Physics stats settings ( most ignored by ubOde )
- ;
-
- ; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule
- ; (see http://opensimulator.org/wiki/Monitoring_Module for more details).
- collect_stats = false
-
- ; ##
- ; ## Physics logging settings - logfiles are saved to *.DIF files
- ; ##
-
- ; default is false
- ;physics_logging = true
- ;; every n simulation iterations, the physics snapshot file is updated
- ;physics_logging_interval = 50
- ;; append to existing physics logfile, or overwrite existing logfiles?
- ;physics_logging_append_existing_logfile = true
-
- ;##
- ;## World Settings
- ;##
-
- ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
- world_gravityx = 0
- world_gravityy = 0
- world_gravityz = -9.8
-
- ; Terminal velocity of a falling avatar
- ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
- ; Max value is 255, min value is 0
- avatar_terminal_velocity = 54
-
- ; World Step size.
- ; with legacy ODE this value needs to be close to 0.02s
- ; with ubOde this value can be reduced to improve simulation quality with the cost of higher cpu load
- ; you will need to test acording to you needs
- ; choosing a value that is a integer sub multiple of FrameRate reduces some jitter on reported physics FPS
- world_stepsize = 0.01818
- ; number of iterations of constrains solver, higher should improve results
- ; up to a point where acumulated math errors eliminate the improvement
- ; more steps may increase CPU load. No real gain in changing
- world_solver_iterations = 10
-
- ;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
- ; defines spaces partition cells min and max sizes == 2^value
- world_hashspace_level_low = -5
- world_hashSpace_level_high = 12
-
- meters_in_small_space = 29.9
-
-
- ; ##
- ; ## Contact properties. (the stuff that happens when things come in contact with each other)
- ; ##
-
- ; surface layer around geometries other geometries can sink into before generating a contact
- world_contact_surface_layer = 0.001
-
- ; Filtering collisions helps keep things stable physics wise, but sometimes
- ; it can be overzealous. If you notice bouncing, chances are it's that.
- filter_collisions = false
-
- ; Non Moving Terrain Contact (avatar isn't moving)
- nm_terraincontact_friction = 255.0
- nm_terraincontact_bounce = 0.1
- nm_terraincontact_erp = 0.1025
-
- ; Moving Terrain Contact (avatar is moving)
- m_terraincontact_friction = 75.0
- m_terraincontact_bounce = 0.05
- m_terrainContact_erp = 0.05025
-
- ; Moving Avatar to object Contact
- m_avatarobjectcontact_friction = 75.0
- m_avatarobjectcontact_bounce = 0.1
-
- ; Object to Object Contact and Non-Moving Avatar to object
- objectcontact_friction = 250.0
- objectcontact_bounce = 0.2
-
- ; ##
- ; ## Avatar Control
- ; ##
-
- ; PID Controller Settings. These affect the math that causes the avatar to reach the
- ; desired velocity
- ; See http://en.wikipedia.org/wiki/PID_controller
-
- av_pid_derivative = 2200.0
- av_pid_proportional = 900.0
-
- ;girth of the avatar. Adds radius to the height also
- av_capsule_radius = 0.37
-
- ; Max force permissible to use to keep the avatar standing up straight
- av_capsule_standup_tensor = 550000
-
- ; specifies if the capsule should be tilted (=true; old compatibility mode)
- ; or straight up-and-down (=false; better and more consistent physics behavior)
- av_capsule_tilted = false
-
- ; used to calculate mass of avatar.
- ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
- ; av_density * AVvolume;
- av_density = 80
-
- ; use this value to cut 52% of the height the sim gives us
- ; Currently unused
- ; av_height_fudge_factor = 0.52
-
- ; Movement. Smaller is faster.
-
- ; speed of movement with Always Run off
- av_movement_divisor_walk = 1.3
-
- ; speed of movement with Always Run on
- av_movement_divisor_run = 0.8
-
- ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
- minimum_ground_flight_offset = 3.0
-
- ; Plant avatar. This reduces the effect of physical contacts with the avatar.
- ; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive.
- ; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active
- ; will lock the avatar in place
- av_planted = false
-
- ; 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
- av_av_collisions_off = false
-
- ; ##
- ; ## Object options
- ; ##
-
- ; used in the mass calculation.
- geometry_default_density = 10.000006836
-
- ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
- body_frames_auto_disable = 20
-
- ; used to control llMove2Target
- body_pid_derivative = 35
- body_pid_gain = 25
-
- ; maximum number of contact points to generate per collision
- contacts_per_collision = 80
-
- ; start throttling the object updates if object comes in contact with 3 or more other objects
- geom_contactpoints_start_throttling = 3
-
- ; send 1 update for every x updates below when throttled
- geom_updates_before_throttled_update = 15
-
- ; Maximum mass an object can be before it is clamped
- maximum_mass_object = 10000.01
-
- ; ##
- ; ## Sculpted Prim settings
- ; ##
-
- ; Do we want to mesh sculpted prim to collide like they look?
- mesh_sculpted_prim = true
-
- ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
- mesh_lod = 32
-
- ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
- mesh_physical_lod = 16
-
- ; ##
- ; ## additional meshing options
- ; ##
-
- ; Physics needs to create internal meshs (or convert the object meshs or scultps)
- ; for all prims except simple boxes and spheres.
-
- ; collisions of small objects againts larger ones can have a increased CPU load cost
- ; so this are represented by a simple BOX
- ; if all their scale dimensions are lower or equal to this option. Default is 0.1m
- ; (ubOde only)
- ; MinSizeToMeshmerize = 0.1
-
-
-[BulletSim]
- ; All the BulletSim parameters can be displayed with the console command
- ; "physics get all" and all are defined in the source file
- ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
-
- ; There are two bullet physics libraries, bulletunmanaged is the default and is a
- ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality
- ; but the c++ one is much faster.
- BulletEngine = "bulletunmanaged"
- ; BulletEngine = "bulletxna"
-
- ; BulletSim can run on its own thread independent of the simulator's heartbeat
- ; thread. Enabling this will not let the physics engine slow down avatar movement, etc.
- UseSeparatePhysicsThread = false
-
- ; Terrain implementation can use either Bullet's heightField or BulletSim can build
- ; a mesh. 0=heightField, 1=mesh
- TerrainImplementation = 0
- ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
- ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
- ; magnifications use lots of memory.
- TerrainMeshMagnification = 2
-
- ; Should avatars collide with each other?
- AvatarToAvatarCollisionsByDefault = true
-
- ; Avatar physics height adjustments.
- ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
- AvatarHeightLowFudge = 0 ; Adjustment at low end of height range
- AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range
- AvatarHeightHighFudge = 0 ; Adjustment at high end of height range
-
- ; Avatar walk-up-stairs parameters
- ; If an avatar collides with an object 'close to its feet', the avatar will be
- ; moved/pushed up do simulate stepping up.
- ;AvatarStepHeight = 0.6 ; The height, below which is considered a step collision.
- ;AvatarStepAngle = 0.3 ; The angle from vertical (in radians) to consider a surface a step
- ;AvatarStepApproachFactor = 2 ; Approach angle factor. O=straight on, .6=~45 degrees.
- ;AvatarStepGroundFudge = 0.1 ; Fudge added to bottom of avatar below which step collisions happen
- ;AvatarStepForceFactor = 0 ; Avatar is pushed up by its mass times this factor
- ;AvatarStepUpCorrectionFactor = 0.8 ; Avatar is displaced up the collision height times this factor
- ;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied
-
- ; Terminal velocity of a falling avatar
- ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
- ; negative for a downward speed.
- AvatarTerminalVelocity = -54
-
- ; Default linkset implmentation
- ; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
- ; builds a compound shape from the children shapes to create a single physical
- ; shape. 'Compound' uses a lot less CPU time.
- LinkImplementation = 1 ; 0=constraint, 1=compound
-
- ; If 'true', offset a linkset's origin based on mass of linkset parts.
- LinksetOffsetCenterOfMass = false
-
- ; If 'true', turn scuplties into meshes
- MeshSculptedPrim = true
-
- ; If 'true', force simple prims (box and sphere) to be meshed
- ; If 'false', the Bullet native special case shape is used for square rectangles
- ; and even dimensioned spheres.
- ForceSimplePrimMeshing = false
-
- ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
- ; Happens often in sculpties. If turned off, there will be some doorways
- ; that cannot be walked through.
- ShouldRemoveZeroWidthTriangles = true
-
- ; If 'true', use convex hull definition in mesh asset if present.
- ShouldUseAssetHulls = true
-
- ; If there are thousands of physical objects, these maximums should be increased.
- MaxCollisionsPerFrame = 2048
- MaxUpdatesPerFrame = 8192
-
- ; Detailed physics debug logging. Very verbose.
- PhysicsLoggingEnabled = False
- PhysicsLoggingDir = "."
- VehicleLoggingEnabled = False
-
-
-[RemoteAdmin]
- enabled = false
-
- ; Set this to a nonzero value to have remote admin use a different port
- port = 0
-
- ; Set this to the ip address that you want the admin server to bind to
- bind_ip_address = "0.0.0.0"
-
- ; This password is required to make any XMLRPC call (should be set as the "password" parameter)
- access_password = unknown
-
- ; List the IP addresses allowed to call RemoteAdmin
- ; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
- ; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
- ; access_ip_addresses =
-
- ; set this variable to true if you want the create_region XmlRpc
- ; call to unconditionally enable voice on all parcels for a newly
- ; created region [default: false]
- create_region_enable_voice = false
-
- ; set this variable to false if you want the create_region XmlRpc
- ; call to create all regions as private per default (can be
- ; overridden in the XmlRpc call) [default: true]
- create_region_public = false
-
- ; the create_region XmlRpc call uses region_file_template to generate
- ; the file name of newly create regions (if they are created
- ; persistent). the parameter available are:
- ; {0} - X location
- ; {1} - Y location
- ; {2} - region UUID
- ; {3} - region port
- ; {4} - region name with " ", ":", "/" mapped to "_"
- region_file_template = "{0}x{1}-{2}.ini"
-
- ; we can limit the number of regions that XmlRpcCreateRegion will
- ; allow by setting this to a positive, non-0 number: as long as the
- ; number of regions is below region_limits, XmlRpcCreateRegion will
- ; succeed. setting region_limit to 0 disables the check.
- ; default is 0
- ;region_limit = 0
-
- ; enable only those methods you deem to be appropriate using a | delimited whitelist
- ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
- ; if this parameter is not specified but enabled = true, all methods will be available
- enabled_methods = all
-
- ; specify the default appearance for an avatar created through the remote admin interface
- ; This will only take effect is the file specified by the default_appearance setting below exists
- ;default_male = Default Male
- ;default_female = Default Female
-
- ; update appearance copies inventory items and wearables of default avatars. if this value is false
- ; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
- ; subfolders are copied. the receiver will wear the same items the default avatar did wear.
- ;copy_folders = false
-
- ; path to default appearance XML file that specifies the look of the default avatars
- ;default_appearance = default_appearance.xml
-
-
-; RestPlugins are not currently operational.
-;[RestPlugins]
-; ; Change this to true to enable REST Plugins. This must be true if you wish to use
-; ; REST Region or REST Asset and Inventory Plugins
-; enabled = false
-; god_key = SECRET
-; prefix = /admin
-
-
-;[RestRegionPlugin]
-; ; Change this to true to enable the REST Region Plugin
-; enabled = false
-
-
-;[RestHandler]
-; ; Change this to true to enable the REST Asset and Inventory Plugin
-; enabled = false
-; authenticate = true
-; secured = true
-; extended-escape = true
-; realm = OpenSim REST
-; dump-asset = false
-; path-fill = true
-; dump-line-size = 32
-; flush-on-error = true
-
-
-; IRC bridge is experimental, so if it breaks... keep both parts... yada yada
-; also, not good error detection when it fails
-[IRC]
- enabled = false; you need to set this to true otherwise it won't connect
- ;server = name.of.irc.server.on.the.net
- ;; user password - only use this if the server requires one
- ;password = mypass
- ;nick = OpenSimBotNameProbablyMakeThisShorter
- ;channel = #the_irc_channel_you_want_to_connect_to
- ;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
- ;port = 6667
- ;; channel to listen for configuration commands
- ;commands_enabled = false
- ;command_channel = 2777
- ;report_clients = true
- ;; relay private chat connections
- ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
- ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
- ;; relay_private_channel_in -- channel to receive message from the IRC bridge
- ;; relay_chat = false: IRC bridge will not relay normal chat
- ;; access_password -- simple security device
- ;;
- ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
- ;;
- ;; relay_private_channels = false
- ;; relay_chat = true
- ;;
- ;; to relay chat only to/from private in-world channels:
- ;;
- ;; relay_chat = false
- ;; relay_private_channels = true
- ;; relay_private_channel_in = 2226
- ;; relay_private_channel_out = 2225
- ;;
- ;; in this example, all chat coming in from IRC will be send out via
- ;; in-world channel 2226, and all chat from in-world channel 2225 will
- ;; be relayed to the IRC channel.
- ;;
- ;relay_private_channels = false
- ;relay_private_channel_in = 2226
- ;relay_private_channel_out = 2225
- ;relay_chat = true
- ;access_password = foobar
-
- ;;fallback_region = name of "default" region
- ;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
- ;; must start with "PRIVMSG {0} : " or irc server will get upset
- ;;for : :
- ;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
- ;;for : - :
- ;msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
- ;;for : - from :
- ;;msgformat = "PRIVMSG {0} : {3} - from {1}"
-
- ;; exclude_list allows you to stop the IRC connector from announcing the
- ;;arrival and departure of certain users. For example: admins, bots.
-
- ;exclude_list=User 1,User 2,User 3
-
- ;;Shows modal alertbox for entering agent on IRC enabled regions
- ;;
- ;; Enable Alert, default = false
- ;alert_show = false
- ;;
- ;; Show IRC serverinfo, default = true
- ;alert_show_serverinfo = true
- ;;
- ;alert_msg_pre = "This region is linked to Irc."
- ;alert_msg_post = "Everything you say in public chat can be listened."
-
-
-; The following settings control the progression of daytime
-; in the Sim. The defaults are the same as the commented out settings
-[Sun]
- ; number of wall clock hours for an opensim day. 24.0 would mean realtime
- ;day_length = 4
- ; Year length in days
- ;year_length = 60
- ; Day to Night Ratio
- ;day_night_offset = 0.45
- ; send a Sun update every update_interval # of frames. A lower number will
- ; make for smoother sun transition at the cost of network
- ;update_interval = 100
-
-
-[Wind]
- ; Enables the wind module. Default is true
- enabled = true
-
- ; How often should wind be updated, as a function of world frames. Approximately 50 frames a second
- wind_update_rate = 150
-
- ; The Default Wind Plugin to load
- wind_plugin = SimpleRandomWind
-
- ; These settings are specific to the ConfigurableWind plugin
- ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
- ; avg_strength = 5.0
- ; avg_direction = 0.0
- ; var_strength = 0.0
- ; var_direction = 0.0
- ; rate_change = 1.0
-
- ; This setting is specific to the SimpleRandomWind plugin
- ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
- strength = 1.0
-
-
-[Cloud]
- ; Enable this to generate classic particle clouds above the sim.
- ; default is disabled - turn it on here
- enabled = false
-
- ; Density of cloud cover 0.0 to 1.0 Defult 0.5
- density = 0.5
-
- ; update interval for the cloud cover data returned by llCloud().
- ; default is 1000
- cloud_update_rate = 1000
-
-
-[LightShare]
- ; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
- ; It has no ill effect on viewers which do not support server-side windlight settings.
- enable_windlight = false
-
-
-[Trees]
- ; enable the trees module. default true
- enabled = true
-
- ; active_trees allows module to change its trees in time.
- ; some will be deleted, others created and rest may grow
- ; default is false. You can change it with console command tree active true | false later
- active_trees = false
- ; the trees change execution time rate (in ms)
- update_rate = 1000
-
- ; allow the trees to grow.
- ; DANGER
- ; this option causes high network use on the order of
- ; NumberOfTrees * NumberAvatars * 1000 / update_rate udp packets per second
- allowGrow = false
-
-[VectorRender]
- ; the font to use for rendering text (default: Arial)
- ; font_name = "Arial"
-
-
-[LL-Functions]
- ; Set the following to true to allow administrator owned scripts to execute console commands
- ; currently unused
- ; AllowosConsoleCommand=false
-
- ; Are god functions such as llSetObjectPermMask() allowed? If true then gods and only gods have access to these functions.
- ; If false then gods cannot execute these functions either.
- AllowGodFunctions = false
-
- ; Restrict the email address used by llEmail to the address associated with the avatars user account?
- ; 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.
- ; If false then email may be sent to any valid email address.
- RestrictEmail = false
-
- ; Maximum number of llListen events we allow over the entire region.
- ; Set this to 0 to have no limit imposed
- max_listens_per_region = 1000
-
- ; Maximum number of llListen events we allow per script
- ; Set this to 0 to have no limit imposed.
- max_listens_per_script = 64
-
- ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
- max_external_urls_per_simulator = 100
-
- ; Use size boxes instead of meshed prims, sculpts and mesh when calculating bounding boxes.
- ; Speeds up calculations but can make them inaccurate, in some cases very inaccurate.
- UseSimpleBoxesInGetBoundingBox = false
-
- ; Add a third vector with stats when returning results from llGetBoundingBox.
- ; Lists objects (groups), prims/meshes/avatars (parts) and vertices rendered.
- AddStatsInGetBoundingBox = false
-
- ; Avatar bounding box, lower X value, constant part, when standing
- LowerAvatarBoundingBoxStandingXconst = -0.275
-
- ; Avatar bounding box, upper X value, constant part, when standing
- UpperAvatarBoundingBoxStandingXconst = 0.275
-
- ; Avatar bounding box, lower Y value, constant part, when standing
- LowerAvatarBoundingBoxStandingYconst = -0.35
-
- ; Avatar bounding box, upper Y value, constant part, when standing
- UpperAvatarBoundingBoxStandingYconst = 0.35
-
- ; Avatar bounding box, lower Z value, constant part, when standing
- LowerAvatarBoundingBoxStandingZconst = -0.1
-
- ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when standing
- LowerAvatarBoundingBoxStandingZcoeff = -0.5
-
- ; Avatar bounding box, upper Z value, constant part, when standing
- UpperAvatarBoundingBoxStandingZconst = 0.1
-
- ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when standing
- UpperAvatarBoundingBoxStandingZcoeff = 0.5
-
- ; Avatar bounding box, lower X value, constant part, when groundsitting
- LowerAvatarBoundingBoxGroundsittingXconst = -0.3875
-
- ; Avatar bounding box, upper X value, constant part, when groundsitting
- UpperAvatarBoundingBoxGroundsittingXconst = 0.3875
-
- ; Avatar bounding box, lower Y value, constant part, when groundsitting
- LowerAvatarBoundingBoxGroundsittingYconst = -0.5
-
- ; Avatar bounding box, upper Y value, constant part, when groundsitting
- UpperAvatarBoundingBoxGroundsittingYconst = 0.5
-
- ; Avatar bounding box, lower Z value, constant part, when groundsitting
- LowerAvatarBoundingBoxGroundsittingZconst = -0.05
-
- ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when groundsitting
- LowerAvatarBoundingBoxGroundsittingZcoeff = -0.375
-
- ; Avatar bounding box, upper Z value, constant part, when groundsitting
- UpperAvatarBoundingBoxGroundsittingZconst = 0.5
-
- ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when groundsitting
- UpperAvatarBoundingBoxGroundsittingZcoeff = 0.0
-
- ; Avatar bounding box, lower X value, constant part, when sitting
- LowerAvatarBoundingBoxSittingXconst = -0.5875
-
- ; Avatar bounding box, upper X value, constant part, when sitting
- UpperAvatarBoundingBoxSittingXconst = 0.1875
-
- ; Avatar bounding box, lower Y value, constant part, when sitting
- LowerAvatarBoundingBoxSittingYconst = -0.35
-
- ; Avatar bounding box, upper Y value, constant part, when sitting
- UpperAvatarBoundingBoxSittingYconst = 0.35
-
- ; Avatar bounding box, lower Z value, constant part, when sitting
- LowerAvatarBoundingBoxSittingZconst = -0.35
-
- ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when sitting
- LowerAvatarBoundingBoxSittingZcoeff = -0.375
-
- ; Avatar bounding box, upper Z value, constant part, when sitting
- UpperAvatarBoundingBoxSittingZconst = -0.25
-
- ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when sitting
- UpperAvatarBoundingBoxSittingZcoeff = 0.25
-
- ; Safety coefficient for max bounding box from prim size box X coordinate
- ; Worst case is twisted and sheared box, 1+sqrt(2)
- PrimBoundingBoxSafetyCoefficientX = 2.414214
-
- ; Safety coefficient for max bounding box from prim size box Y coordinate
- ; Worst case is twisted and sheared box, 1+sqrt(2)
- PrimBoundingBoxSafetyCoefficientY = 2.414214
-
- ; Safety coefficient for max bounding box from prim size box Z coordinate
- ; Worst case is twisted tube, 0.5+sqrt(1.25)
- PrimBoundingBoxSafetyCoefficientZ = 1.618034
-
- ; Use llCastRay V3 if true.
- ; Implements llCastRay similar but not identical to Second Life.
- ; See http://wiki.secondlife.com/wiki/LlCastRay .
- ; NEW
- ; Meshes prims for good accuracy in ray hit detection,
- ; handling basic and tortured prims, sculpts and meshes.
- ; Uses ellipsoid, correctly sized avatar capsules.
- ; Handles complex terrain, multi-prim objects and seated avatars.
- ; Implements throttling and the status codes
- ; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED,
- ; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW.
- ; WARNING
- ; Can be faster on some servers and scenes, but slower on others,
- ; compared to previous version of llCastRay in OpenSimulator.
- ; Is in most cases considerably slower than llCastRay in Second Life.
- ; Generates geometry meshes and can therefore use much system resources.
- UseLlCastRayV3 = false
-
- ; Accepted calculation precision error in calculations in llCastRay V3
- FloatToleranceInLlCastRay = 0.00001
-
- ; Accepted distance difference between duplicate hits in llCastRay V3
- FloatTolerance2InLlCastRay = 0.001
-
- ; Detail level when rendering prims in llCastRay V3
- ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
- PrimDetailLevelInLlCastRay = 1
-
- ; Detail level when rendering sculpts in llCastRay V3
- ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
- SculptDetailLevelInLlCastRay = 1
-
- ; Detail level when rendering meshes in llCastRay V3
- ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
- MeshDetailLevelInLlCastRay = 3
-
- ; Detail level when rendering avatar capsules in llCastRay V3
- ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
- AvatarDetailLevelInLlCastRay = 1
-
- ; Maximum number of returned hits from llCastRay V3
- MaxHitsInLlCastRay = 16
-
- ; Maximum number of returned hits per prim from llCastRay V3
- MaxHitsPerPrimInLlCastRay = 16
-
- ; Maximum number of returned hits per object from llCastRay V3
- MaxHitsPerObjectInLlCastRay = 16
-
- ; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true
- DetectExitHitsInLlCastRay = false
-
- ; Detect attachments in llCastRay V3 if true
- DoAttachmentsInLlCastRay = false
-
- ; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3
- ; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this
- ThrottleTimeInMsInLlCastRay = 200
-
- ; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3
- AvailableTimeInMsPerRegionInLlCastRay = 40
-
- ; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3
- AvailableTimeInMsPerAvatarInLlCastRay = 10
-
- ; Required available time in ms left to perform a new llCastRay in llCastRay V3
- RequiredAvailableTimeInMsInLlCastRay = 2
-
- ; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions
- MaximumAvailableTimeInMsInLlCastRay = 40
-
- ; Use cached meshes in llCastRay V3 if true
- ; Improves performance but uses more memory
- UseMeshCacheInLlCastRay = true
-
-
-[DataSnapshot]
- ; The following set of configs pertains to search.
- ; Set index_sims to true to enable search engines to index your searchable data
- ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
- ; default is false
- index_sims = false
-
- ; The variable data_exposure controls what the regions expose:
- ; minimum: exposes only things explicitly marked for search
- ; all: exposes everything
- data_exposure = minimum
-
- ; If search is on, change this to your grid name; will be ignored for standalones
- gridname = "OSGrid"
-
- ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
- ; Later, you may want to increase this to 3600 (1 hour) or more
- default_snapshot_period = 1200
-
- ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
- snapshot_cache_directory = "DataSnapshot"
-
- ; Uncomment if you want to index your data with this and/or other search providers. One entry per
- ; data service
- ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
-
-
-[Economy]
- ; the economy module in use
- ; default is the provided BetaGridLikeMoneyModule
- ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
- ; There is no intention to implement anything further in core OpenSimulator.
- ; This functionality has to be provided by third party modules.
- ; economymodule = BetaGridLikeMoneyModule
-
- ; Economy values get used in the BetaGridLikeMoneyModule.
-
- ;; Enables selling things for $0. Default is true.
- ; SellEnabled = true
-
- ;; Money Unit fee to upload textures, animations etc. Default is 0.
- ;PriceUpload = 0
-
- ;; Money Unit fee to create groups. Default is 0.
- ;PriceGroupCreate = 0
-
- ; We don't really know what the rest of these values do. These get sent to the client
- ; These taken from Agni at a Public Telehub. Change at your own risk.
- ;ObjectCount = 0
- ;PriceEnergyUnit = 0
- ;PriceObjectClaim = 0
- ;PricePublicObjectDecay = 0
- ;PricePublicObjectDelete = 0
- ;PriceParcelClaim = 0
- ;PriceParcelClaimFactor = 1
-
- ;PriceRentLight = 0
- ;TeleportMinPrice = 0
- ;TeleportPriceExponent = 2
- ;EnergyEfficiency = 1
- ;PriceObjectRent = 0
- ;PriceObjectScaleFactor = 10
- ;PriceParcelRent = 0
-
- ; Mesh upload settings, independent of economymodule
-
- ; Create inventory entries for textures uploaded with a model
- ; default is false, ie, do not create
- ; MeshModelAllowTextureToInventory = true
-
-
-
-[XEngine]
- ; Enable this engine in this OpenSim instance
- Enabled = true
-
- ; How many threads to keep alive even if nothing is happening
- MinThreads = 2
-
- ; How many threads to start at maximum load
- MaxThreads = 100
-
- ; Time a thread must be idle (in seconds) before it dies
- IdleTimeout = 60
-
- ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
- Priority = "BelowNormal"
-
- ; Maximum number of events to queue for a script (excluding timers)
- MaxScriptEventQueue = 300
-
- ; Stack size per thread created
- ThreadStackSize = 262144
-
- ; Set this to true to load each script into a separate
- ; AppDomain. Setting this to false will load all script assemblies into the
- ; current AppDomain, which will reduce the per-script overhead but deleted scripts stay inactive using memory
- ; this may only be a problem if regions stay alive for a long time with lots of scripts added or edited.
- ; at this time some mono versions seem to have problems with the true option
- ; so default is now false until a fix is found
- ; AppDomainLoading = false
-
- ; Controls whether previously compiled scripts DLLs are deleted on sim restart.
- ; If you set this to false then startup will be considerably faster since scripts won't need to be recompiled.
- ; It should be true on first run after updating opensim binary version
- ; after first run you can change to false.
- ; You can also set it to false and delete the script DLLs by hand
- ; This does not delete cached scripts state.
- ; DeleteScriptsOnStartup = true
-
- ; CompactMemOnLoad
- ; forces calls to memory garbage collector before loading each script DLL during region startup.
- ; Peak memory usage is reduced and region starts with a more compacted memory allocation.
- ; But this costs a lot of time, so region load will take a lot longer.
- ; it is more usefull if there are no previously compiled scripts DLLs (or DeleteScriptsOnStartup = true)
- ; CompactMemOnLoad = false
-
- ; Controls whether scripts are stopped by aborting their threads externally (abort)
- ; or by co-operative checks inserted by OpenSimulator into compiled script (co-op).
- ; co-op will be more stable as aborting threads can cause instability.
- ; abort was the default option in OpenSimulator 0.8 and before.
- ; If this setting is changed between co-op and abort, then existing scripts will automatically be recompiled if necessary.
- ; However, the setting change will not take affect until the next time you restart the simulator.
- ; Setting changes will not affect state information stored for scripts.
- ScriptStopStrategy = co-op
-
- ; Rate to poll for asynchronous command replies (ms)
- ; currently unused
- ;AsyncLLCommandLoopms = 50
-
- ; Save the source of all compiled scripts
- WriteScriptSourceToDebugFile = false
-
- ; Compile debug info (line numbers) into the script assemblies
- CompileWithDebugInformation = true
-
- ; Allow the user of mod* functions. This allows a script to pass messages
- ; to a region module via the modSendCommand() function
- ; Default is false
- AllowMODFunctions = false
-
- ; Allow the use of os* functions (some are dangerous)
- AllowOSFunctions = false
-
- ; Allow the user of LightShare functions
- AllowLightShareFunctions = false
-
- ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
- OSFunctionThreatLevel = VeryLow
-
- ; OS Functions enable/disable
- ; For each function, you can add one line, as shown
- ; The default for all functions allows them if below threat level
-
- ; true allows the use of the function unconditionally
- ; Allow_osSetRegionWaterHeight = true
-
- ; false disables the function completely
- ; Allow_osSetRegionWaterHeight = false
-
- ; Comma separated list of UUIDS allows the function for that list of UUIDS
- ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
-
- ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
- ; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel
- ; - PARCEL_OWNER: allow if the objectowner is parcelowner
- ; - ESTATE_MANAGER: allow if the object owner is a estate manager
- ; - ESTATE_OWNER: allow if objectowner is estateowner
- ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
-
- ; You can also use script creators as the uuid
- ; Creators_osSetRegionWaterHeight = , ...
-
- ; If both Allow_ and Creators_ are given, effective permissions
- ; are the union of the two.
-
- ; Interval (s) between background save of script states
- SaveInterval = 120
-
- ; Interval (s) between maintenance runs (0 = disable)
- MaintenanceInterval = 10
-
- ; Time a script can spend in an event handler before it is interrupted
- EventLimit = 30
-
- ; If a script overruns it's event limit, kill the script?
- KillTimedOutScripts = false
-
- ; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested
- ; before aborting the thread (such as when an object containing scripts is taken into inventory).
- WaitForEventCompletionOnScriptStop = 1000
-
- ; Sets the multiplier for the scripting delays
- ScriptDelayFactor = 1.0
-
- ; The factor the 10 m distances llimits are multiplied by
- ScriptDistanceLimitFactor = 1.0
-
- ; Maximum length of notecard line read
- ; Increasing this to large values potentially opens
- ; up the system to malicious scripters
- ; NotecardLineReadCharsMax = 255
-
- ; Minimum settable timer interval. Any timer setting less than this is
- ; rounded up to this minimum interval.
- ; MinTimerInterval = 0.5
-
- ; Sensor settings
- SensorMaxRange = 96.0
- SensorMaxResults = 16
-
- ; Allow for llCreateLink and llBreakLink to work without asking for permission
- ; only enable this in a trusted environment otherwise you may be subject to hijacking
- ; AutomaticLinkPermission = false
-
- ; Disable underground movement of prims (default true); set to
- ; false to allow script controlled underground positioning of
- ; prims
- ; DisableUndergroundMovement = true
-
- ;; Path to script assemblies
- ; ScriptEnginesPath = "ScriptEngines"
-
-
-[Concierge]
- ; Enable concierge module
- ; Default is false
- enabled = false
-
- ; name of the concierge
- whoami = "jeeves"
-
- ; password for updating the welcome message templates via XmlRpc
- password = SECRET
-
- ; regex specifying for which regions concierge service is desired; if
- ; empty, then for all
- ;regions = "^MeetingSpace-"
- regions = ""
-
- ; for each region that matches the regions regexp you can provide
- ; (optionally) a welcome template using format substitution:
- ; {0} is replaced with the name of the avatar entering the region
- ; {1} is replaced with the name of the region
- ; {2} is replaced with the name of the concierge (whoami variable above)
-
- ;welcomes = /path/to/welcome/template/directory
-
- ; Concierge can send attendee lists to an event broker whenever an
- ; avatar enters or leaves a concierged region. the URL is subject
- ; to format substitution:
- ; {0} is replaced with the region's name
- ; {1} is replaced with the region's UUID
- ;broker = "http://broker.place.com/{1}"
-
-
-[Hypergrid]
- ; Keep it false for now. Making it true requires the use of a special client in order to access inventory
- safemode = false
-
-
-[VivoxVoice]
- ; The VivoxVoice module will allow you to provide voice on your
- ; region(s). It uses the same voice technology as the LL grid and
- ; works with recent LL clients (we have tested 1.22.9.110075, so
- ; anything later ought to be fine as well).
- ;
- ; For this to work you need to obtain an admin account from Vivox
- ; that allows you to create voice accounts and region channels.
-
- enabled = false
-
- ; vivox voice server
- vivox_server = www.foobar.vivox.com
-
- ; vivox SIP URI
- vivox_sip_uri = foobar.vivox.com
-
- ; vivox admin user name
- vivox_admin_user = DeepThroat
-
- ; vivox admin password
- vivox_admin_password = VoiceG4te
-
- ; channel type: "channel" or "positional"
- ; - positional: spatial sound (default)
- ; - channel: normal "conference call", no spatial sound
- ;vivox_channel_type = positional
-
- ; channel characteristics (unless you know what you are doing, i'd
- ; leave them as they are --- now you WILL muck around with them,
- ; huh? sigh)
-
- ; channel distance model:
- ; 0 - no attenuation
- ; 1 - inverse distance attenuation
- ; 2 - linear attenuation (default)
- ; 3 - exponential attenuation
- ;vivox_channel_distance_model = 2
-
- ; channel mode:
- ; - "open" (default)
- ; - "lecture"
- ; - "presentation"
- ; - "auditorium"
- ;vivox_channel_mode = "open"
-
- ; channel roll off: rate of attenuation
- ; - a value between 1.0 and 4.0, default is 2.0
- ;vivox_channel_roll_off = 2.0
-
- ; channel max range: distance at which channel is silent
- ; - a value between 0 and 160, default is 80
- ;vivox_channel_max_range = 80
-
- ; channel clamping distance: distance before attenuation applies
- ; - a value between 0 and 160, default is 10
- ;vivox_channel_clamping_distance = 10
-
-
-[Groups]
- Enabled = false
-
- ; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really
- ; apply to the Flotsam/SimianGrid GroupsModule
- Module = Default
-
- ; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
- ; or from the SimianGrid project at http://code.google.com/p/openmetaverse
- ;Module = GroupsModule
-
- ; Enable Group Notices
- ;NoticesEnabled = true
-
- ; This makes the Group module very chatty on the console.
- DebugEnabled = false
-
- ; This makes the Groups Messaging module very chatty on the console.
- DebugMessagingEnabled = false
-
- ; Groups data is cached for this number of seconds before another request is made to the groups service
- ; Set to 0 to disable the cache.
- ; Default is 30 seconds
- GroupsCacheTimeout = 30
-
- ; Specify which messaging module to use for groups messaging and if it's enabled
- ;MessagingModule = GroupsMessagingModule
- ;MessagingEnabled = true
-
- ; Experimental option to only message cached online users rather than all users
- ; Should make large group with few online members messaging faster, at the expense of more calls to ROBUST presence service
- ; (Flotsam groups only; in V2 this is always on)
- MessageOnlineUsersOnly = false
-
- ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
-
- ; SimianGrid Service for Groups
- ;ServicesConnectorModule = SimianGroupsServicesConnector
- ;GroupsServerURI = http://mygridserver.com:82/Grid/
-
- ; Flotsam XmlRpc Service for Groups
- ;ServicesConnectorModule = XmlRpcGroupsServicesConnector
- ;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php
-
- ; XmlRpc Security settings. These must match those set on your backend groups service if the service is using these keys
- ;XmlRpcServiceReadKey = 1234
- ;XmlRpcServiceWriteKey = 1234
-
- ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
- ; only set to false it if you absolute sure regions and groups server support it.
- ; XmlRpcDisableKeepAlive = true
-
- ; Minimum user level required to create groups
- ;LevelGroupCreate = 0
-
-
-[PacketPool]
- ;RecyclePackets = true
- ;RecycleDataBlocks = true
-
- ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets.
- ; This reduces data churn
- RecycleBaseUDPPackets = true
-
-
-[InterestManagement]
- ; This section controls how state updates are prioritized for each client
-
- ; UpdatePrioritizationScheme valid values are BestAvatarResponsiveness and SimpleAngularDistance
- ; SimpleAngularDistance does use more cpu
- UpdatePrioritizationScheme = BestAvatarResponsiveness
- ReprioritizationEnabled = true
- ReprioritizationInterval = 2000.0
- RootReprioritizationDistance = 10.0
- ChildReprioritizationDistance = 20.0
-
- ; ObjectsCullingByDistance, if true, don't send object updates if outside view range
- ; currently viewers are also told to delete objects that leave view range
- ; only avater position is considered, free camera may not see objects
- ; does increase cpu load
- ObjectsCullingByDistance = false
-
- ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in the same region
- ; 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).
- ; n > 1 will reduce UDP traffic but will lead to laggier movement observed in other avatars.
- RootTerseUpdatePeriod = 0
-
- ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in another region
- ; 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.
- ChildTerseUpdatePeriod = 0
-
- ; Send an update to clients if the difference from the last sent avatar position is greater than this tolerance
- RootPositionUpdateTolerance = 0.05
-
- ; Send an update to clients if the euclidian difference from the last sent avatar rotation is greater than this tolerance
- RootRotationUpdateTolerance = 0.1
-
- ; Send an update to clients if the difference from the last sent avatar velocity is greater than this tolerance
- RootVelocityUpdateTolerance = 0.001
-
-[Monitoring]
- ; Enable region monitoring
- ; If true, this will print out an error if more than a minute has passed since the last simulator frame
- ; Also is another source of region statistics provided via the regionstats URL
- Enabled = true
- ; next option may still use framework performance monitors designed for debug only, so avoid it
- ;ServerStatsEnabled = false
-
-
-[WebStats]
- ; View region statistics via a web page
- ; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
- ; Use a web browser and type in the "Login URI" + "/SStats/"
- ; For example- http://127.0.0.1:9000/SStats/
- ; enabled=false
-
-[Statistics]
- ; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames
- ; to include in the averaging calculations
- NumberOfFrames=10
-
-[MediaOnAPrim]
- ; Enable media on a prim facilities
- Enabled = true
-
-
-[NPC]
- ;; Enable Non Player Character (NPC) facilities
- Enabled = false
- ;; several options to control NPCs creation
-
- ;; allow NPCs to be created not Owned {true false} default: true
- ; AllowNotOwned = true
-
- ;; allow NPCs to set to be sensed as Avatars {true false} default: true
- ; AllowSenseAsAvatar = true
-
- ;; allow NPCs to created cloning any avatar in region {true false} default: true
- ; AllowCloneOtherAvatars = true
-
- ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
- ; NoNPCGroup = true
-
-[Terrain]
- ; Values can be "pinhead-island" or "flat"
- InitialTerrain = "pinhead-island"
- ; If 'true' each avatar is only sent terrain patches within their view distance
- ; This also changes the region terrain loading from 'lawn mower' to ordered around
- ; the avatar outward.
- SendTerrainUpdatesByViewDistance = True
-
-[LandManagement]
- ; When editing terrain or objects, parcel layer info is updated in the viewer.
- ; This can be expensive for large regions. If this variable is 'true', only the
- ; parcel layer data around the area of interest is sent. The parcel layer info
- ; is sent for 'ParcelLayerViewDistance' around the interest point.
- ; If 'ParcelLayerViewDistance' is >= 128, the operation for legacy sized regions
- ; will be what it has always been (send the whole region's parcel layer info).
- ; Other parcel updates (login, changing parcel ownership, ...) will still send
- ; whole region.
- LimitParcelLayerUpdateDistance = true
- ParcelLayerViewDistance = 128
-
- ; set this to false to not display parcel ban lines
- ShowParcelBansLines = true
-
- ; Parcel Bans max height above ground. Default 100m
- ; range 20m to 5000m
- ; BanLineSafeHeight = 100
-
- ; setting the parcel to admin content, It works as setting the land to Linden content in SL.
- ; To use it, activate god mode in the viewer, select the parcel and go to: Admin -> Parcel -> Set to Linden Content ( CTRL+ALT+SHIFT+C)
- ; DefaultAdministratorParcelName = "Admin Parcel"
- ; DefaultAdministratorGroupUUID = "00000000-0000-0000-0000-000000000000"
- ; DefaultAdministratorOwnerUUID = "00000000-0000-0000-0000-000000000000"
-
-;;
-;; If you are using a simian grid frontend you can enable
-;; this module to upload tile images for the mapping fn
-;;
-[SimianGridMaptiles]
- Enabled = False
- MaptileURL = "http://www.mygrid.com/Grid/"
- RefreshTime = 3600
-
-
-;;
-;; JsonStore module provides structured store for scripts
-;;
-[JsonStore]
- Enabled = False
-
- ;; Enable direct access to the SOP dynamic attributes
- EnableObjectStore = False
- MaxStringSpace = 0
-
-
-;;
-;; These are defaults that are overwritten below in [Architecture].
-;; These defaults allow OpenSim to work out of the box with
-;; zero configuration
-;;
-[AssetService]
- DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
- AssetLoaderArgs = "assets/AssetSets.xml"
-
- ; Disable this to prevent the default asset set from being inserted into the
- ; asset store each time the region starts
- AssetLoaderEnabled = true
-
-
-[GridService]
- ;; default standalone, overridable in StandaloneCommon.ini
- StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
-
-
-[AutoBackupModule]
- ;; default is module is disabled at the top level
- AutoBackupModuleEnabled = false
-
-
-[Sounds]
- ;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule}
- Module = OpenSim.Region.CoreModules.dll:SoundModule
-
- ;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0}
- MaxDistance = 100.0
-
-
-[ServiceThrottle]
- ;; Default time interval (in ms) for the throttle service thread to wake up
- Interval = 5000
-
-[Dwell]
- ;; This enables the built in basic dwell module
- DwellModule = DefaultDwellModule
-
-[ServerReleaseNotes]
- ;; Comment or set to "" to disable
- ServerReleaseNotesURL = "http://opensimulator.org/wiki/0.9.1.0_Release"
-
-[Modules]
- Include-modules = "addon-modules/*/config/*.ini"
-
--
cgit v1.1
From d29ffbf551c3cd6dd9256182053a1f4386dc5ca7 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Tue, 30 Jul 2019 18:07:02 +0100
Subject: Restore the OpenSimDefaults I had to move out of the way to test this
---
bin/OpenSimDefaults.ini | 2248 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 2248 insertions(+)
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index e69de29..1332ce8 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -0,0 +1,2248 @@
+; This file contains defaults for various settings in OpenSimulator. These can be overriden
+; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
+
+[Startup]
+ ; Console prompt
+ ; Certain special characters can be used to customize the prompt
+ ; Currently, these are
+ ; \R - substitute region name
+ ; \\ - substtitue \
+ ConsolePrompt = "Region (\R) "
+
+ ; Console commands can be saved to a file, so the command history persists after a restart. (default is true)
+ ConsoleHistoryFileEnabled = true
+
+ ; Log file location. This can be set to a simple file path
+ ; LogFile = OpenSim.log
+
+ ; The history file can be just a filename (relative to OpenSim's bin/ directory
+ ; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
+ ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
+
+ ; How many lines of command history should we keep? (default is 100)
+ ConsoleHistoryFileLines = 100
+
+ ; Time stamp commands in history file (default false)
+ ; ConsoleHistoryTimeStamp = false
+
+ ; Set this to true if you want to log crashes to disk
+ ; this can be useful when submitting bug reports.
+ ; However, this will only log crashes within OpenSimulator that cause the entire program to exit
+ ; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
+ ; You will need to capture these native stack traces by recording the session log itself.
+ save_crashes = false
+
+ ; Directory to save crashes to if above is enabled
+ ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
+ crash_dir = "crashes"
+
+ ; Place to create a PID file
+ ; PIDFile = "/tmp/OpenSim.exe.pid"
+
+ ; Console commands run at startup
+ startup_console_commands_file = "startup_commands.txt"
+
+ ; Console commands run on shutdown
+ shutdown_console_commands_file = "shutdown_commands.txt"
+
+ ; Console commands run every 20 minutes
+ ; timer_Script = "filename"
+
+ ; timer_Script time interval (default 20 min)
+ ; The time is 60 per minute
+ ; timer_Interval = 1200
+
+ ; ##
+ ; ## SYSTEM
+ ; ##
+
+ ; Sets the method that OpenSim will use to fire asynchronous
+ ; events. Valid values are ,
+ ; QueueUserWorkItem, SmartThreadPool, and Thread.
+ async_call_method = SmartThreadPool
+
+ ; Max threads to allocate on the FireAndForget thread pool
+ ; when running with the SmartThreadPool option above
+ MaxPoolThreads = 300
+
+ ; Allow certain jobs to be run consecutively in a job engine rather than always concurrently.
+ ; This improves performance in regions with large numbers of connections (in the hundreds).
+ JobEngineEnabled = true
+
+ ; Plugin Registry Location
+ ; Set path to directory for plugin registry. Information about the
+ ; registered repositories and installed plugins will be stored here.
+ ; The OpenSim.exe process must have R/W access to the location.
+ RegistryLocation = "."
+
+ ; Used by region module addins. You can set this to outside bin, so that addin
+ ; configurations will survive updates. The OpenSim.exe process must have R/W access
+ ; to the location.
+ ConfigDirectory = "."
+
+ ; ##
+ ; ## CLIENTS
+ ; ##
+
+ ; Set this to the DLL containing the client stack to use.
+ clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
+
+ ; ##
+ ; ## REGIONS
+ ; ##
+
+ ; Determine where OpenSimulator looks for the files which tell it which regions to server
+ ; Defaults to "filesystem" if this setting isn't present
+ region_info_source = "filesystem"
+ ; region_info_source = "web"
+
+ ; Determines where the region XML files are stored if you are loading these from the filesystem.
+ ; Defaults to bin/Regions in your OpenSimulator installation directory
+ ; regionload_regionsdir="C:\somewhere\xmlfiles\"
+
+ ; Determines the page from which regions xml is retrieved if you are loading these from the web
+ ; The XML here has the same format as it does on the filesystem (including the tag),
+ ; except that everything is also enclosed in a tag.
+ ; regionload_webserver_url = "http://example.com/regions.xml"
+
+ ;; Allow the simulator to start up if there are no region configuration available
+ ;; from the selected region_info_source.
+ allow_regionless = false
+
+ ;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
+ see_into_region = true
+
+ ;; use legacy math for sittarget offset "correction"
+ ;; set this option to false to use improved math more compatibility with SL.
+ ;; keep it true if you have many old objects with sits set by scripts.
+ ;; the offset in question is added to the SitTarget to find the sitting avatar position.
+ ;; acording to its size, etc.
+ ; LegacySitOffsets = true
+
+ ; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
+ ; Increasing this number will increase memory usage.
+ MaxPrimUndos = 20
+
+ ; Minimum size for non-physical prims.This can be overridden in the region config file (as
+ ; NonPhysicalPrimMin!).
+ ; NonPhysicalPrimMin = 0.001
+
+ ; Maximum size of non physical prims. Affects resizing of existing prims. This can be overridden in the region config file (as NonPhysicalPrimMax!).
+ NonPhysicalPrimMax = 256
+
+ ; Minimum size where a prim can be physical. This can be overridden in the region config file.
+ ; PhysicalPrimMin = 0.01
+
+ ; Maximum size of physical prims. Affects resizing of existing prims. This can be overridden in the region config file.
+ PhysicalPrimMax = 64
+
+ ; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
+ ; This can be overridden in the region config file.
+ ClampPrimSize = false
+
+ ; If a prim is loaded from an external source, clamp it to Z = 0 if Z is negative.
+ ClampNegativeZ = false
+
+ ; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
+ ; This can be overridden in the region config file.
+ LinksetPrims = 0
+
+ ; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
+ ; This only applies when crossing to a region running in a different simulator.
+ ; For crossings where the regions are on the same simulator the script is always kept running.
+ AllowScriptCrossing = true
+
+ ; Allow compiled script binary code to cross region boundaries.
+ ; If you set this to "true", any region that can teleport to you can
+ ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
+ ; YOU HAVE BEEN WARNED!!!
+ TrustBinaries = false
+
+ ; the default view range. Viewers override this ( no major effect still )
+ ;DefaultDrawDistance = 255.0
+
+ ; limit the maximum view range ( no effect still (does limit MaxRegionsViewDistance) )
+ ;MaxDrawDistance = 512
+
+ ; Other regions visibility depends on avatar position and view range
+ ; the view range considered is limited the maximum and minimum distances:
+ ;MaxRegionsViewDistance = 255
+ ;MinRegionsViewDistance = 96
+
+ ; If you have only one region in an instance, or to avoid the many bugs
+ ; that you can trigger in modules by restarting a region, set this to
+ ; true to make the entire instance exit instead of restarting the region.
+ ; This is meant to be used on systems where some external system like
+ ; Monit will restart any instance that exits, thereby making the shutdown
+ ; into a restart.
+ InworldRestartShutsDown = false
+
+ ; Use of normalized 55FPS statistics
+ ; Opensim does not have a frame rate control like other simulators.
+ ; Most parameters that control timing can be configurable region by region.
+ ; To achieve closer compatibility with values expected by viewers, scripts and users
+ ; some parameters are converted to a equivalent per frame value.
+ ; Additionally, they are scaled to values they would have on a system running at a nominal 55 frames per second rate.
+ ; The scale factor it 55 * FrameTime, corresponding to 5 with default configuration
+ ; You can choose to show the true physics FPS to viewers by setting Normalized55FPS to false.
+ ; Normalized55FPS = true
+
+ ; Main Frame time
+ ; This defines the rate of several simulation events.
+ ; Default value should meet most needs.
+ ; It can be reduced to improve the simulation of moving objects, with possible increase of cpu and network loads.
+ ; It should not be less than the physics engine step time.
+ ; Being a integer multiple of it may reduce some jitter in reported physics FPS.
+ ; changing this value, you need to change some of the following *EveryNFrames so their actions timing remains the same
+ FrameTime = 0.0909
+
+ ; The values below represent the percentage of the target frame time that,
+ ; when underrun, should trigger yellow or red in the lag meter.
+ ; Less than 60% of FPS is amber by default, less then 40% is red.
+ ; These values are advisory. Viewers may choose to not use them but it is
+ ; encouraged that they do.
+ ; FrameTimeWarnPercent = 60
+ ; FrameTimeCritPercent = 40
+
+ ; Send scheduled updates to objects in the scene
+ ; This must be a whole number
+ UpdateObjectsEveryNFrames = 1
+
+ ; Send position/velocity, etc. updates to agents in the scene
+ ; This must be a whole number
+ UpdateAgentsEveryNFrames = 1
+
+ ; Apply pending forces from physics calculations to an entity.
+ ; This must be a whole number
+ UpdateEntityMovementEveryNFrames = 1
+
+ ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
+ ; This must be a whole number
+ UpdateCoarseLocationsEveryNFrames = 50
+
+ ; Physics simulation execution or syncronization, acording to engine. Should be 1
+ ; This must be a whole number
+ UpdatePhysicsEveryNFrames = 1
+
+ ; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
+ ; This must be a whole number
+ UpdateEventsEveryNFrames = 1
+
+ ; Send terrain updates to viewers
+ ; This must be a whole number
+ UpdateTerrainEveryNFrames = 50
+
+ ; Persitently store any objects which meet the PRIM STORAGE criteria
+ ; This must be a whole number
+ UpdateStorageEveryNFrames = 200
+
+ ; Clean up temp on rez objects.
+ ; This must be a whole number
+ UpdateTempCleaningEveryNSeconds = 180
+
+ ; ##
+ ; ## PRIM STORAGE
+ ; ##
+
+ ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
+ ; prevent frequently changing objects from heavily loading the region data store.
+ ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
+ ;
+ ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
+ MinimumTimeBeforePersistenceConsidered = 60
+ ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
+ MaximumTimeBeforePersistenceConsidered = 600
+
+ ; ##
+ ; ## PHYSICS
+ ; ##
+
+ ; If true then prims can be collided with by avatars, other prims, etc.
+ ; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
+ ; Also, no prims are subject to physics.
+ collidable_prim = true
+
+ ; If true then prims can be made subject to physics (gravity, pushing, etc.).
+ ; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
+ physical_prim = true
+
+ ; Select a mesher here.
+ ;
+ ; Meshmerizer properly handles complex prims by using triangle meshes.
+ ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
+ ;
+ ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
+ ; Usually this is only a box
+
+ meshing = Meshmerizer
+ ;meshing = ZeroMesher
+
+ ; Path to decoded sculpty maps
+ ; Defaults to "j2kDecodeCache
+ ;DecodedSculptMapPath = "j2kDecodeCache"
+
+ ; if you use Meshmerizer and want sculpt map collisions, setting this to
+ ; to true will store decoded sculpt maps in a special folder in your bin
+ ; folder, which can reduce startup times by reducing asset requests. Some
+ ; versions of mono dont work well when reading the cache files, so set this
+ ; to false if you have compatibility problems.
+ ;CacheSculptMaps = true
+
+ ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
+ ;; BulletSim supports varregions.
+ ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
+ ;; It continues to provide a workable physics implementation. It does not currently support varregions.
+ ;; basicphysics effectively does not model physics at all, making all objects phantom.
+ ;; Default is BulletSim
+ physics = BulletSim
+ ;physics = modified_BulletX
+ ;physics = OpenDynamicsEngine
+ ;physics = basicphysics
+ ;physics = POS
+
+ ; ##
+ ; ## SCRIPT ENGINE
+ ; ##
+
+ ;; Default script engine to use. Currently, we only have XEngine
+ DefaultScriptEngine = "XEngine"
+
+ ; Http proxy setting for llHTTPRequest and dynamic texture loading, if
+ ; required
+ ; HttpProxy = "http://proxy.com:8080"
+
+ ; If you're using HttpProxy, then you can set HttpProxyExceptions to a
+ ; list of regular expressions for URLs that you don't want to go through
+ ; the proxy.
+ ; For example, servers inside your firewall.
+ ; Separate patterns with a ';'
+ ; HttpProxyExceptions = ".mydomain.com;localhost"
+
+ ; ##
+ ; ## EMAIL MODULE
+ ; ##
+ ;; The email module requires some configuration. It needs an SMTP
+ ;; server to send mail through.
+ ;emailmodule = DefaultEmailModule
+
+ ; ##
+ ; ## ANIMATIONS
+ ; ##
+
+ ; If enabled, enableFlySlow will change the primary fly state to
+ ; FLYSLOW, and the "always run" state will be the regular fly.
+ enableflyslow = false
+
+ ; PreJump is an additional animation state, but it probably
+ ; won't look right until the physics engine supports it
+ ; (i.e delays takeoff for a moment)
+
+ ; #
+ ; # statistics
+ ; #
+
+ ; Simulator statistics are output to the console periodically at debug level INFO.
+ ; Setting this to zero disables this output.
+ ; LogShowStatsSeconds = 3600
+
+ ; Simulator Stats URI
+ ; Enable JSON simulator data by setting a URI name (case sensitive)
+ ; Returns regular sim stats (SimFPS, ...)
+ Stats_URI = "jsonSimStats"
+
+ ; Simulator StatsManager URI
+ ; Enable fetch of StatsManager registered stats. Fetch is query which can optionally
+ ; specify category, container and stat to fetch. If not selected, returns all of that type.
+ ; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic
+ ; ManagedStatsRemoteFetchURI = "ManagedStats"
+
+ ; Make OpenSim start all regions with logins disabled. They will need
+ ; to be enabled from the console if this is set
+ ; StartDisabled = false
+
+ ; Image decoding. Use CSJ2K for layer boundary decoding if true,
+ ; OpenJPEG if false
+ ; UseCSJ2K = true
+
+ ; Use "Trash" folder for items deleted from the scene
+ ; When set to True (the default) items deleted from the scene will be
+ ; stored in the user's trash or lost and found folder. When set to
+ ; False items will be removed from the scene permanently
+ UseTrashOnDelete = True
+
+ ; #
+ ; # Logging
+ ; #
+
+ ; Force logging when the thread pool approaches an overload condition
+ ; Provides useful data for post-mortem analysis even in a production
+ ; system with reduced logging
+ LogOverloads = True
+
+ ; #
+ ; # Telehubs
+ ; #
+
+ ; SpawnPointRouting adjusts the landing for incoming avatars.
+ ; "closest" will place the avatar at the SpawnPoint located in the closest
+ ; available spot to the destination (typically map click/landmark).
+ ; "random" will place the avatar on a randomly selected spawnpoint;
+ ; "sequence" will place the avatar on the next sequential SpawnPoint
+ ; SpawnPointRouting = closest
+
+ ; TelehubAllowLandmark allows users with landmarks to override telehub
+ ; routing and land at the landmark coordinates when set to true
+ ; default is false
+ ; TelehubAllowLandmark = false
+
+ ; #
+ ; # SSL certificates validation options
+ ; #
+
+ ; SSL certificate validation options
+ ; you can allow selfsigned certificates or no official CA with next option set to true
+ ; NoVerifyCertChain = true
+ ; you can also bypass the hostname or domain verification
+ ; NoVerifyCertHostname = true
+ ; having both options true does provide encryption but with low security
+ ; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
+
+[Map]
+ ; Map tile options.
+ ; If true, then maptiles are generated using the MapImageModule below.
+ ; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
+ ; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
+ ; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
+ ;GenerateMaptiles = true
+
+ ;WorldMapModule = "WorldMap"
+
+ ; The module to use in order to generate map images.
+ ; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
+ ; generate better images.
+ ;MapImageModule = "MapImageModule"
+
+ ; World map blacklist timeout in seconds
+ ;BlacklistTimeout = 600
+
+ ; Refresh (in seconds) the map tile periodically
+ ;MaptileRefresh = 0
+
+ ; If not generating maptiles, use this static texture asset ID
+ ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
+
+ ; Draw objects on maptile. This step might take a long time if you've got a large number of
+ ; objects, so you can turn it off here if you'd like.
+ DrawPrimOnMapTile = true
+
+ ; Use terrain texture for maptiles if true, use shaded green if false
+ TextureOnMapTile = true
+
+ ; Texture prims
+ TexturePrims = true
+
+ ; Only texture prims that have a diagonal size greater than this number
+ TexturePrimSize = 48
+
+ ; Attempt to render meshes and sculpties on the map
+ RenderMeshes = false
+
+ ; warp3D rendering height limits for prims (relative to rez position not bounding box)
+ ; prims above RenderMaxHeight are excluded
+ ; valid values: 100 to 4086
+ ;RenderMaxHeight = 4086
+
+ ; prims below RenderMinHeight are excluded
+ ; valid values: -100 to RenderMaxHeight - 10
+ ;RenderMinHeight = -100
+
+[Permissions]
+ ; ##
+ ; ## PERMISSIONS
+ ; ##
+
+ ; Permission modules to use, separated by comma.
+ ; Possible modules are DefaultPermissionsModule, PrimLimitsModule
+ ;permissionmodules = "DefaultPermissionsModule"
+
+ ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
+ ; any item, etc. This may not yet be implemented uniformally.
+ ; If set to true, then all permissions checks are carried out
+ ; Default is true
+ serverside_object_permissions = true
+
+
+ ; This allows some control over permissions
+ ; please note that this still doesn't duplicate SL, and is not intended to
+
+ ; This allows grid users with a UserLevel of 200 or more to assume god
+ ; powers in the regions in this simulator.
+ ; if you don't trust grid admins, what are you doing there?
+ allow_grid_gods = true
+
+ ; Allow region owners to assume god powers in their regions
+ ;region_owner_is_god = true
+
+ ; Allow region managers to assume god powers in regions they manage
+ ;region_manager_is_god = false
+
+ ; God mode should be turned on in the viewer whenever
+ ; the user has god rights somewhere. They may choose
+ ; to turn it off again, though.
+ automatic_gods = false
+
+ ; The user can execute any and all god functions, as
+ ; permitted by the viewer UI, without actually "godding
+ ; up". This is the default state in 0.8.2.
+ implicit_gods = false
+
+ ; Control user types that are allowed to create new scripts
+ ; Only enforced if serviceside_object_permissions is true
+ ;
+ ; Current possible values are
+ ; all - anyone can create scripts (subject to normal permissions)
+ ; gods - only administrators can create scripts (as long as allow_grid_gods is true)
+ ; Default value is all
+ ; allowed_script_creators = all
+
+ ; Control user types that are allowed to edit (save) scripts
+ ; Only enforced if serviceside_object_permissions is true
+ ;
+ ; Current possible values are
+ ; all - anyone can edit scripts (subject to normal permissions)
+ ; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
+ ; Default value is all
+ ; allowed_script_editors = all
+
+ ; Provides a simple control for land owners to give build rights to specific avatars
+ ; in publicly accessible parcels that disallow object creation in general.
+ ; Owners specific avatars by adding them to the Access List of the parcel
+ ; without having to use the Groups feature
+ ; Disabled by default
+ ; simple_build_permissions = False
+
+ ; Minimum user level required to upload assets
+ ;LevelUpload = 0
+
+
+[RegionReady]
+ ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
+ enabled = true
+
+ ; Channel on which to signal region readiness through a message
+ ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
+ ; - the first field indicating whether this is an initial server startup
+ ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
+ ; - the third field is a number indicating how many scripts failed to compile
+ ; - "oar error" if supplied, provides the error message from the OAR load
+ channel_notify = -800
+
+ ; - disallow logins while scripts are loading
+ ; Instability can occur on regions with 100+ scripts if users enter before they have finished loading
+ login_disable = true
+
+ ; - send an alert as json to a service
+ ; alert_uri = "http://myappserver.net/my_handler/"
+
+
+[EstateManagement]
+ ; If false, then block any region restart requests from the client even if they are otherwise valid.
+ ; Default is true
+ AllowRegionRestartFromClient = true
+
+
+[UserProfiles]
+ ;# {ProfileURL} {} {Set url to UserProfilesService} {}
+ ;; Set the value of the url to your UserProfilesService
+ ;; If un-set / "" the module is disabled
+ ;; If the ProfileURL is not set, then very BASIC
+ ;; profile support will be configured. If the ProfileURL is set to a
+ ;; valid URL, then full profile support will be configured. The URL
+ ;; points to your grid's Robust user profiles service
+ ;;
+ ; ProfileURL = http://127.0.0.1:9000
+
+ ;; set this to false to prevent your users to be sent to unknown
+ ;; web sites by other users on their profiles
+ ; AllowUserProfileWebURLs = true
+
+
+[SMTP]
+ enabled = false
+
+ ;enabled = true
+ ;internal_object_host = lsl.opensim.local
+ ;host_domain_header_from = 127.0.0.1
+ ;SMTP_SERVER_HOSTNAME = 127.0.0.1
+ ;SMTP_SERVER_PORT = 25
+ ;SMTP_SERVER_LOGIN = foo
+ ;SMTP_SERVER_PASSWORD = bar
+
+
+[Network]
+ ConsoleUser = "Test"
+ ConsolePass = "secret"
+ http_listener_port = 9000
+ console_port = 0
+
+ ; ssl config: Experimental!
+ http_listener_ssl = false ; if set to true main server is replaced by a ssl one
+ http_listener_sslport = 9001 ; Use this port for SSL connections
+ ; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
+ ; this will change is future
+ http_listener_cn = "myRegionsExternalHostName"
+ ; if the cert doesnt have a oficial CA or is selfsigned viewers option NoVerifySSLCert need to be set true
+ http_listener_cert_path = "mycert.p12" ; path for the cert file that is valid for the ExternalHostName
+ http_listener_cert_pass = "mycertpass" ; the cert passwork
+
+ ; addicional HTTPS for "Out of band" management applications such as the remote
+ ; admin module or scripts
+ ;
+ ; Create https_listener = "True" will create a listener on the port
+ ; specified. Provide the path to your server certificate along with it's
+ ; password
+ ; https_listener = False
+ ; Set our listener to this port
+ ; https_port = 0
+ ; Path to X509 certificate, can be the same as main or another
+ ; cert_path = "path/to/cert.p12"
+ ; Password for cert
+ ; cert_pass = "password"
+
+ ; Maximum bytes allowed for HTTP_BODY_MAXLENGTH.
+ ; By default, llHTTPRequest limits the response body to 2048 bytes.
+ ; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
+ ; of HttpBodyMaxLenMAX bytes.
+ ; HttpBodyMaxLenMAX=16384
+
+ ; Hostname to use in llRequestURL/llRequestSecureURL
+ ; must be a valid hostname for the ssl cert.
+ ; if not defined - llRequestURL/llRequestSecureURL are disabled
+ ; ExternalHostNameForLSL=127.0.0.1
+
+ ; Disallow the following address ranges for user scripting calls (e.g. llHttpRequest())
+ ; This is based on http://en.wikipedia.org/wiki/Reserved_IP_addresses
+ ; This stops users making HTTP calls to machines in the simulator's local network.
+ ; If you need to allow some LAN calls we recommend you use OutboundDisallowForUserScriptsExcept documented in OpenSim.ini.example
+ ; If you override OutboundDisallowForUserScripts directly you need to be very careful.
+ ;
+ ; Network ranges are specified in CIDR notation (http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation) with multiple entries separated by |
+ ; To specify an individual IP address use the /32 netmask (e.g. 192.168.1.3/32)
+ ; You can also specify individual : endpoints (e.g. 192.168.1.3:8003)
+ ; If an address if given without a port number then port 80 is assumed.
+ 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
+ ;
+ ; You can also prevent all user script outgoing calls with the following override in OpenSim.ini
+ ;
+ ; OutboundDisallowForUserScripts = 0.0.0.0/0
+ ;
+ ; You can also disable the blacklist entirely with an empty entry
+ ;
+ ; OutboundDisallowForUserScripts = ""
+
+ ; What is reported as the "X-Secondlife-Shard"
+ ; Defaults to the user server url if not set
+ ; The old default is "OpenSim", set here for compatibility
+ shard = "OpenSim"
+
+ ; What is reported as the "User-Agent" when using llHTTPRequest
+ ; Defaults to not sent if not set here. See the notes section in the wiki at
+ ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
+ ; " (Mozilla Compatible)" to the text where there are problems with a web server
+ ;user_agent = "OpenSim LSL (Mozilla Compatible)"
+
+ ; OpenSim can send multiple simultaneous requests for services such as asset
+ ; retrieval. However, some versions of mono appear to hang when there are too
+ ; many simultaneous requests, default is 30 and is currently applied only to assets
+ ;MaxRequestConcurrency = 30
+
+[ScriptsHttpRequestModule]
+ ; options for llHttpRequest
+
+ ; max number of concurrent connections per instance (all scenes), default 8
+ ; MaxPoolThreads = 8
+
+ ; max requests per second for all scripts on a prim, default 1
+ ;PrimRequestsPerSec = 1.0
+ ; initial unthrottled burst for all scripts on a prim, default 3
+ ;PrimRequestsBurst = 3.0
+
+ ; max requests per second for the objects owner (per instance), default 25
+ ;PrimOwnerRequestsPerSec = 25.0
+ ; initial unthrottled burst for the objects owner (per instance), default 5
+ ;PrimOwnerRequestsBurst = 5.0
+
+ ; requests timeout in miliseconds, range 200 to 60000, default 30000
+ ;RequestsTimeOut = 30000
+
+[AccessControl]
+ ; Viewer-based access control. |-separated list of allowed viewers.
+ ; AllowedClients = ""
+
+ ; Viewer-based access control. |-separated list of denied viewers.
+ ; No restrictions by default.
+ ; DeniedClients = ""
+
+
+[ClientStack.LindenUDP]
+ ; Maximum outbound bytes per second for a single scene. This can be used to
+ ; throttle total outbound UDP traffic for a simulator. The default value is
+ ; 0, meaning no throttling at the scene level. The example given here is
+ ; 20 megabits
+ ;
+ ;scene_throttle_max_bps = 2500000
+
+ ; Maximum bytes per second to send to any single client. This will override
+ ; the user's viewer preference settings. The default value is 0, meaning no
+ ; aggregate throttling on clients (only per-category throttling). The
+ ; example given here is 1.5 megabits
+ ;
+ ;client_throttle_max_bps = 187500
+
+ ; Minimum bytes per second to send to any single client as a result of
+ ; adaptive throttling. Viewer preferences set to a lower number will
+ ; override the settin. The example given here ensures that adaptive
+ ; throttling will never decrease per client bandwidth below 256 kbps.
+ ;
+ ;adaptive_throttle_min_bps = 32000
+
+ ; Adaptive throttling attempts to limit network overload when multiple
+ ; clients login by starting each connection more slowly. Disabled by
+ ; default
+ ; currently disabled
+ ;enable_adaptive_throttles = false
+
+ ; Per-client bytes per second rates for the various throttle categories.
+ ; These are default values that will be overridden by clients. These
+ ; defaults are approximately equivalent to the throttles set by the Imprudence
+ ; viewer when maximum bandwidth is set to 350kbps
+
+ ;resend_default = 6625
+ ;land_default = 9125
+ ;wind_default = 1750
+ ;cloud_default = 1750
+ ;task_default = 18500
+ ;texture_default = 18500
+ ;asset_default = 10500
+
+ ; TextureSendLimit determines how many packets will be put on
+ ; the lludp outgoing queue each cycle. Like the settings above, this
+ ; is a balance between responsiveness to priority updates and
+ ; total throughput. Higher numbers will give a better
+ ; throughput at the cost of reduced responsiveness to client
+ ; priority changes or transfer aborts
+ ;
+ ;TextureSendLimit = 20
+
+ ; Quash and remove any light properties from attachments not on the
+ ; hands. This allows flashlights and lanterns to function, but kills
+ ; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
+ ; will also be affected.
+ ;
+ ;DisableFacelights = false
+
+ ; The time to wait before disconecting an unresponsive client.
+ ; The time is in seconds. The default is one minute
+ ;
+ ;AckTimeout = 60
+
+ ; The time to wait before disconecting an unresponsive paused client.
+ ; A client can be paused when the file selection dialog is open during file upload.
+ ; This gives extra time to find files via the dialog but will still disconnect if
+ ; the client crashes or loses its network connection
+ ; The time is in seconds. The default is five minutes.
+ ;
+ ;PausedAckTimeout = 300
+
+ ; Support viewers object cache, default true
+ ; users may need to reduce viewer bandwitdh if some prims or terrain parts fail to rez.
+ ; change to false if you need to use old viewers that do not support this feature
+ ;
+ ; SupportViewerObjectsCache = true
+
+[ClientStack.LindenCaps]
+ ;; Long list of capabilities taken from
+ ;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities
+ ;; Not all are supported by OpenSim. The ones supported are
+ ;; set to localhost. These defaults can be overwritten
+ ;; in OpenSim.ini
+ ;;
+ Cap_AttachmentResources = ""
+ Cap_ChatSessionRequest = ""
+ Cap_CopyInventoryFromNotecard = "localhost"
+ Cap_DispatchRegionInfo = ""
+ Cap_EstateChangeInfo = ""
+ Cap_EnvironmentSettings = "localhost"
+ Cap_EventQueueGet = "localhost"
+ Cap_FetchInventory = ""
+ Cap_ObjectMedia = "localhost"
+ Cap_ObjectMediaNavigate = "localhost"
+ Cap_FetchLib = ""
+ Cap_FetchLibDescendents = ""
+ Cap_GetDisplayNames = "localhost"
+ Cap_GetTexture = "localhost"
+ Cap_GetMesh = "localhost"
+ Cap_GetMesh2 = "localhost"
+ ; Cap_GetAsset = "localhost" DO not ucoment this line. Some popular viewers still dont do it right for opensim. Here to easy testing
+ Cap_GetObjectCost = ""
+ Cap_GetObjectPhysicsData = ""
+ Cap_GroupProposalBallot = ""
+ Cap_GroupMemberData = "localhost"
+ Cap_HomeLocation = "localhost"
+ Cap_LandResources = ""
+ Cap_MapLayer = "localhost"
+ Cap_MapLayerGod = "localhost"
+ Cap_NewFileAgentInventory = "localhost"
+ Cap_NewFileAgentInventoryVariablePrice = "localhost"
+ Cap_ObjectAdd = "localhost"
+ Cap_ParcelPropertiesUpdate = "localhost"
+ Cap_ParcelMediaURLFilterList = ""
+ Cap_ParcelNavigateMedia = ""
+ Cap_ParcelVoiceInfoRequest = ""
+ Cap_ProductInfoRequest = ""
+ Cap_ProvisionVoiceAccountRequest = ""
+ Cap_RemoteParcelRequest = "localhost"
+ Cap_RequestTextureDownload = ""
+ Cap_SearchStatRequest = ""
+ Cap_SearchStatTracking = ""
+ Cap_SendPostcard = ""
+ Cap_SendUserReport = ""
+ Cap_SendUserReportWithScreenshot = ""
+ Cap_ServerReleaseNotes = "localhost"
+ Cap_SimConsole = ""
+ Cap_SimulatorFeatures = ""
+ Cap_SetDisplayName = ""
+ Cap_StartGroupProposal = ""
+ Cap_TextureStats = ""
+ Cap_UntrustedSimulatorMessage = ""
+ Cap_UpdateAgentInformation = ""
+ Cap_UpdateAgentLanguage = ""
+ Cap_UpdateGestureAgentInventory = ""
+ Cap_UpdateNotecardAgentInventory = "localhost"
+ Cap_UpdateScriptAgent = "localhost"
+ Cap_UpdateGestureTaskInventory = ""
+ Cap_UpdateNotecardTaskInventory = "localhost"
+ Cap_UpdateScriptTask = "localhost"
+ Cap_UploadBakedTexture = "localhost"
+ Cap_UploadObjectAsset = "localhost"
+ Cap_ViewerStartAuction = ""
+ Cap_ViewerStats = ""
+
+ ; Capabilities for fetching inventory over HTTP rather than UDP
+ ; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above)
+ ; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled
+ Cap_WebFetchInventoryDescendents = ""
+ Cap_FetchInventoryDescendents2 = "localhost"
+ Cap_FetchInventory2 = "localhost"
+
+ ; Capability for searching for people
+ Cap_AvatarPickerSearch = "localhost"
+
+
+[Chat]
+ ; Controls whether the chat module is enabled. Default is true.
+ enabled = true
+
+ ; Distance in meters that whispers should travel. Default is 10m
+ whisper_distance = 10
+
+ ; Distance in meters that ordinary chat should travel. Default is 20m
+ say_distance = 20
+
+ ; Distance in meters that shouts should travel. Default is 100m
+ shout_distance = 100
+
+[EntityTransfer]
+ ; The maximum distance in regions that an agent is allowed to teleport
+ ; along the x or y axis. This is set to 65535 because current viewers
+ ; can't handle teleports that are greater than this distance
+ ; Setting to 0 will allow teleports of any distance
+ ;
+ max_distance = 65535
+
+ ; Allow avatars to cross into and out of the region.
+ AllowAvatarCrossing = true
+
+ ; This disables border transfers for objects. When true, objects can be placed outside
+ ; the region's border without being transferred to another simulator.
+ DisableObjectTransfer = false
+
+ ; Minimum user level required for HyperGrid teleports
+ LevelHGTeleport = 0
+
+ ; Determine whether the cancel button is shown at all during teleports.
+ ; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
+ ; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
+ DisableInterRegionTeleportCancellation = false
+
+ ;; This option exists to control the behavior of teleporting gods into places that have landing points
+ ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
+ ;; avatars with god permissions; SL lets gods land wherever they want.
+ LandingPointBehavior = LandingPointBehavior_OS
+
+
+[Messaging]
+ ; Control which region module is used for instant messaging.
+ ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
+ InstantMessageModule = InstantMessageModule
+ ; MessageTransferModule = MessageTransferModule
+ ; OfflineMessageModule = OfflineMessageModule
+ ; OfflineMessageURL = http://yourserver/Offline.php
+ ; MuteListModule = MuteListModule
+ ; MuteListURL = http://yourserver/Mute.php
+
+ ; Control whether group messages are forwarded to offline users. Default is true.
+ ; ForwardOfflineGroupMessages = true
+
+
+[Inventory]
+ ; Control whether multiple objects sent to inventory should be coaleseced into a single item
+ ; There are still some issues with coalescence, including the fact that rotation is not restored
+ ; and some assets may be missing from archive files.
+ CoalesceMultipleObjectsToInventory = true
+
+
+[Appearance]
+ ; Persist avatar baked textures
+ ; Persisting baked textures can speed up login and region border
+ ; crossings especially with large numbers of users, though it
+ ; will store potentially large numbers of textures in your asset
+ ; database
+ PersistBakedTextures = false
+
+ ; Control the delay before appearance is sent to other avatars and
+ ; saved in the avatar service. Attempts to limit the impact caused
+ ; by the very chatty dialog that sets appearance when an avatar
+ ; logs in or teleports into a region; values are in seconds
+ DelayBeforeAppearanceSave = 5
+ DelayBeforeAppearanceSend = 2
+
+ ; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
+ ; This may help with some situations where avatars are persistently grey, though it will not help
+ ; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
+ ResendAppearanceUpdates = false
+
+ ; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar
+ ; on every login
+ ReuseTextures = false
+
+
+[Attachments]
+ ; Controls whether avatar attachments are enabled.
+ ; Defaults to true - only set to false for debugging purposes
+ Enabled = true
+
+
+[Mesh]
+ ; enable / disable mesh asset uploads
+ ; mesh asset must conform to standard mesh format, with OpenSim extensions
+ ; default is true
+ AllowMeshUpload = true
+
+ ; Minimum user level required to upload meshes
+ ;LevelUpload = 0
+
+ ; support meshes on physics
+ ;UseMeshiesPhysicsMesh = true
+
+ ;support convex shape type on normal prims
+ ; (ubOde only)
+ ;ConvexPrims = true
+
+ ;support convex shape type on sculpts
+ ; (ubOde only)
+ ;ConvexSculpts = true
+
+ ; mesh cache settings:
+ ; (ubOde only)
+ ; do cache (keep true)
+ ;MeshFileCache = true
+ ; cache folder name relative to bin/ or absolute path
+ ;MeshFileCachePath = MeshCache
+ ;MeshFileCacheDoExpire = true
+ ;MeshFileCacheExpireHours = 48
+
+
+
+[Textures]
+ ; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible
+ ; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components
+ ; (e.g. images pulled from an external HTTP address).
+ ; 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.
+ ; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted.
+ ; Hence, currently considered experimental.
+ ; Default is false.
+ ReuseDynamicTextures = false
+
+ ; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused
+ ; 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.
+ ; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem.
+ ; This setting only has an affect is ReuseDynamicTextures = true
+ ; Default is false
+ ReuseDynamicLowDataTextures = false
+
+
+[ODEPhysicsSettings]
+ ; ##
+ ; ## Physics stats settings ( most ignored by ubOde )
+ ;
+
+ ; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule
+ ; (see http://opensimulator.org/wiki/Monitoring_Module for more details).
+ collect_stats = false
+
+ ; ##
+ ; ## Physics logging settings - logfiles are saved to *.DIF files
+ ; ##
+
+ ; default is false
+ ;physics_logging = true
+ ;; every n simulation iterations, the physics snapshot file is updated
+ ;physics_logging_interval = 50
+ ;; append to existing physics logfile, or overwrite existing logfiles?
+ ;physics_logging_append_existing_logfile = true
+
+ ;##
+ ;## World Settings
+ ;##
+
+ ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
+ world_gravityx = 0
+ world_gravityy = 0
+ world_gravityz = -9.8
+
+ ; Terminal velocity of a falling avatar
+ ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
+ ; Max value is 255, min value is 0
+ avatar_terminal_velocity = 54
+
+ ; World Step size.
+ ; with legacy ODE this value needs to be close to 0.02s
+ ; with ubOde this value can be reduced to improve simulation quality with the cost of higher cpu load
+ ; you will need to test acording to you needs
+ ; choosing a value that is a integer sub multiple of FrameRate reduces some jitter on reported physics FPS
+ world_stepsize = 0.01818
+ ; number of iterations of constrains solver, higher should improve results
+ ; up to a point where acumulated math errors eliminate the improvement
+ ; more steps may increase CPU load. No real gain in changing
+ world_solver_iterations = 10
+
+ ;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
+ ; defines spaces partition cells min and max sizes == 2^value
+ world_hashspace_level_low = -5
+ world_hashSpace_level_high = 12
+
+ meters_in_small_space = 29.9
+
+
+ ; ##
+ ; ## Contact properties. (the stuff that happens when things come in contact with each other)
+ ; ##
+
+ ; surface layer around geometries other geometries can sink into before generating a contact
+ world_contact_surface_layer = 0.001
+
+ ; Filtering collisions helps keep things stable physics wise, but sometimes
+ ; it can be overzealous. If you notice bouncing, chances are it's that.
+ filter_collisions = false
+
+ ; Non Moving Terrain Contact (avatar isn't moving)
+ nm_terraincontact_friction = 255.0
+ nm_terraincontact_bounce = 0.1
+ nm_terraincontact_erp = 0.1025
+
+ ; Moving Terrain Contact (avatar is moving)
+ m_terraincontact_friction = 75.0
+ m_terraincontact_bounce = 0.05
+ m_terrainContact_erp = 0.05025
+
+ ; Moving Avatar to object Contact
+ m_avatarobjectcontact_friction = 75.0
+ m_avatarobjectcontact_bounce = 0.1
+
+ ; Object to Object Contact and Non-Moving Avatar to object
+ objectcontact_friction = 250.0
+ objectcontact_bounce = 0.2
+
+ ; ##
+ ; ## Avatar Control
+ ; ##
+
+ ; PID Controller Settings. These affect the math that causes the avatar to reach the
+ ; desired velocity
+ ; See http://en.wikipedia.org/wiki/PID_controller
+
+ av_pid_derivative = 2200.0
+ av_pid_proportional = 900.0
+
+ ;girth of the avatar. Adds radius to the height also
+ av_capsule_radius = 0.37
+
+ ; Max force permissible to use to keep the avatar standing up straight
+ av_capsule_standup_tensor = 550000
+
+ ; specifies if the capsule should be tilted (=true; old compatibility mode)
+ ; or straight up-and-down (=false; better and more consistent physics behavior)
+ av_capsule_tilted = false
+
+ ; used to calculate mass of avatar.
+ ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
+ ; av_density * AVvolume;
+ av_density = 80
+
+ ; use this value to cut 52% of the height the sim gives us
+ ; Currently unused
+ ; av_height_fudge_factor = 0.52
+
+ ; Movement. Smaller is faster.
+
+ ; speed of movement with Always Run off
+ av_movement_divisor_walk = 1.3
+
+ ; speed of movement with Always Run on
+ av_movement_divisor_run = 0.8
+
+ ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
+ minimum_ground_flight_offset = 3.0
+
+ ; Plant avatar. This reduces the effect of physical contacts with the avatar.
+ ; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive.
+ ; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active
+ ; will lock the avatar in place
+ av_planted = false
+
+ ; 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
+ av_av_collisions_off = false
+
+ ; ##
+ ; ## Object options
+ ; ##
+
+ ; used in the mass calculation.
+ geometry_default_density = 10.000006836
+
+ ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
+ body_frames_auto_disable = 20
+
+ ; used to control llMove2Target
+ body_pid_derivative = 35
+ body_pid_gain = 25
+
+ ; maximum number of contact points to generate per collision
+ contacts_per_collision = 80
+
+ ; start throttling the object updates if object comes in contact with 3 or more other objects
+ geom_contactpoints_start_throttling = 3
+
+ ; send 1 update for every x updates below when throttled
+ geom_updates_before_throttled_update = 15
+
+ ; Maximum mass an object can be before it is clamped
+ maximum_mass_object = 10000.01
+
+ ; ##
+ ; ## Sculpted Prim settings
+ ; ##
+
+ ; Do we want to mesh sculpted prim to collide like they look?
+ mesh_sculpted_prim = true
+
+ ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
+ mesh_lod = 32
+
+ ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
+ mesh_physical_lod = 16
+
+ ; ##
+ ; ## additional meshing options
+ ; ##
+
+ ; Physics needs to create internal meshs (or convert the object meshs or scultps)
+ ; for all prims except simple boxes and spheres.
+
+ ; collisions of small objects againts larger ones can have a increased CPU load cost
+ ; so this are represented by a simple BOX
+ ; if all their scale dimensions are lower or equal to this option. Default is 0.1m
+ ; (ubOde only)
+ ; MinSizeToMeshmerize = 0.1
+
+
+[BulletSim]
+ ; All the BulletSim parameters can be displayed with the console command
+ ; "physics get all" and all are defined in the source file
+ ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
+
+ ; There are two bullet physics libraries, bulletunmanaged is the default and is a
+ ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality
+ ; but the c++ one is much faster.
+ BulletEngine = "bulletunmanaged"
+ ; BulletEngine = "bulletxna"
+
+ ; BulletSim can run on its own thread independent of the simulator's heartbeat
+ ; thread. Enabling this will not let the physics engine slow down avatar movement, etc.
+ UseSeparatePhysicsThread = false
+
+ ; Terrain implementation can use either Bullet's heightField or BulletSim can build
+ ; a mesh. 0=heightField, 1=mesh
+ TerrainImplementation = 0
+ ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
+ ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
+ ; magnifications use lots of memory.
+ TerrainMeshMagnification = 2
+
+ ; Should avatars collide with each other?
+ AvatarToAvatarCollisionsByDefault = true
+
+ ; Avatar physics height adjustments.
+ ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
+ AvatarHeightLowFudge = 0 ; Adjustment at low end of height range
+ AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range
+ AvatarHeightHighFudge = 0 ; Adjustment at high end of height range
+
+ ; Avatar walk-up-stairs parameters
+ ; If an avatar collides with an object 'close to its feet', the avatar will be
+ ; moved/pushed up do simulate stepping up.
+ ;AvatarStepHeight = 0.6 ; The height, below which is considered a step collision.
+ ;AvatarStepAngle = 0.3 ; The angle from vertical (in radians) to consider a surface a step
+ ;AvatarStepApproachFactor = 2 ; Approach angle factor. O=straight on, .6=~45 degrees.
+ ;AvatarStepGroundFudge = 0.1 ; Fudge added to bottom of avatar below which step collisions happen
+ ;AvatarStepForceFactor = 0 ; Avatar is pushed up by its mass times this factor
+ ;AvatarStepUpCorrectionFactor = 0.8 ; Avatar is displaced up the collision height times this factor
+ ;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied
+
+ ; Terminal velocity of a falling avatar
+ ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
+ ; negative for a downward speed.
+ AvatarTerminalVelocity = -54
+
+ ; Default linkset implmentation
+ ; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
+ ; builds a compound shape from the children shapes to create a single physical
+ ; shape. 'Compound' uses a lot less CPU time.
+ LinkImplementation = 1 ; 0=constraint, 1=compound
+
+ ; If 'true', offset a linkset's origin based on mass of linkset parts.
+ LinksetOffsetCenterOfMass = false
+
+ ; If 'true', turn scuplties into meshes
+ MeshSculptedPrim = true
+
+ ; If 'true', force simple prims (box and sphere) to be meshed
+ ; If 'false', the Bullet native special case shape is used for square rectangles
+ ; and even dimensioned spheres.
+ ForceSimplePrimMeshing = false
+
+ ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
+ ; Happens often in sculpties. If turned off, there will be some doorways
+ ; that cannot be walked through.
+ ShouldRemoveZeroWidthTriangles = true
+
+ ; If 'true', use convex hull definition in mesh asset if present.
+ ShouldUseAssetHulls = true
+
+ ; If there are thousands of physical objects, these maximums should be increased.
+ MaxCollisionsPerFrame = 2048
+ MaxUpdatesPerFrame = 8192
+
+ ; Detailed physics debug logging. Very verbose.
+ PhysicsLoggingEnabled = False
+ PhysicsLoggingDir = "."
+ VehicleLoggingEnabled = False
+
+
+[RemoteAdmin]
+ enabled = false
+
+ ; Set this to a nonzero value to have remote admin use a different port
+ port = 0
+
+ ; Set this to the ip address that you want the admin server to bind to
+ bind_ip_address = "0.0.0.0"
+
+ ; This password is required to make any XMLRPC call (should be set as the "password" parameter)
+ access_password = unknown
+
+ ; List the IP addresses allowed to call RemoteAdmin
+ ; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
+ ; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
+ ; access_ip_addresses =
+
+ ; set this variable to true if you want the create_region XmlRpc
+ ; call to unconditionally enable voice on all parcels for a newly
+ ; created region [default: false]
+ create_region_enable_voice = false
+
+ ; set this variable to false if you want the create_region XmlRpc
+ ; call to create all regions as private per default (can be
+ ; overridden in the XmlRpc call) [default: true]
+ create_region_public = false
+
+ ; the create_region XmlRpc call uses region_file_template to generate
+ ; the file name of newly create regions (if they are created
+ ; persistent). the parameter available are:
+ ; {0} - X location
+ ; {1} - Y location
+ ; {2} - region UUID
+ ; {3} - region port
+ ; {4} - region name with " ", ":", "/" mapped to "_"
+ region_file_template = "{0}x{1}-{2}.ini"
+
+ ; we can limit the number of regions that XmlRpcCreateRegion will
+ ; allow by setting this to a positive, non-0 number: as long as the
+ ; number of regions is below region_limits, XmlRpcCreateRegion will
+ ; succeed. setting region_limit to 0 disables the check.
+ ; default is 0
+ ;region_limit = 0
+
+ ; enable only those methods you deem to be appropriate using a | delimited whitelist
+ ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
+ ; if this parameter is not specified but enabled = true, all methods will be available
+ enabled_methods = all
+
+ ; specify the default appearance for an avatar created through the remote admin interface
+ ; This will only take effect is the file specified by the default_appearance setting below exists
+ ;default_male = Default Male
+ ;default_female = Default Female
+
+ ; update appearance copies inventory items and wearables of default avatars. if this value is false
+ ; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
+ ; subfolders are copied. the receiver will wear the same items the default avatar did wear.
+ ;copy_folders = false
+
+ ; path to default appearance XML file that specifies the look of the default avatars
+ ;default_appearance = default_appearance.xml
+
+
+; RestPlugins are not currently operational.
+;[RestPlugins]
+; ; Change this to true to enable REST Plugins. This must be true if you wish to use
+; ; REST Region or REST Asset and Inventory Plugins
+; enabled = false
+; god_key = SECRET
+; prefix = /admin
+
+
+;[RestRegionPlugin]
+; ; Change this to true to enable the REST Region Plugin
+; enabled = false
+
+
+;[RestHandler]
+; ; Change this to true to enable the REST Asset and Inventory Plugin
+; enabled = false
+; authenticate = true
+; secured = true
+; extended-escape = true
+; realm = OpenSim REST
+; dump-asset = false
+; path-fill = true
+; dump-line-size = 32
+; flush-on-error = true
+
+
+; IRC bridge is experimental, so if it breaks... keep both parts... yada yada
+; also, not good error detection when it fails
+[IRC]
+ enabled = false; you need to set this to true otherwise it won't connect
+ ;server = name.of.irc.server.on.the.net
+ ;; user password - only use this if the server requires one
+ ;password = mypass
+ ;nick = OpenSimBotNameProbablyMakeThisShorter
+ ;channel = #the_irc_channel_you_want_to_connect_to
+ ;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
+ ;port = 6667
+ ;; channel to listen for configuration commands
+ ;commands_enabled = false
+ ;command_channel = 2777
+ ;report_clients = true
+ ;; relay private chat connections
+ ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
+ ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
+ ;; relay_private_channel_in -- channel to receive message from the IRC bridge
+ ;; relay_chat = false: IRC bridge will not relay normal chat
+ ;; access_password -- simple security device
+ ;;
+ ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
+ ;;
+ ;; relay_private_channels = false
+ ;; relay_chat = true
+ ;;
+ ;; to relay chat only to/from private in-world channels:
+ ;;
+ ;; relay_chat = false
+ ;; relay_private_channels = true
+ ;; relay_private_channel_in = 2226
+ ;; relay_private_channel_out = 2225
+ ;;
+ ;; in this example, all chat coming in from IRC will be send out via
+ ;; in-world channel 2226, and all chat from in-world channel 2225 will
+ ;; be relayed to the IRC channel.
+ ;;
+ ;relay_private_channels = false
+ ;relay_private_channel_in = 2226
+ ;relay_private_channel_out = 2225
+ ;relay_chat = true
+ ;access_password = foobar
+
+ ;;fallback_region = name of "default" region
+ ;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
+ ;; must start with "PRIVMSG {0} : " or irc server will get upset
+ ;;for : :
+ ;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
+ ;;for : - :
+ ;msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
+ ;;for : - from :
+ ;;msgformat = "PRIVMSG {0} : {3} - from {1}"
+
+ ;; exclude_list allows you to stop the IRC connector from announcing the
+ ;;arrival and departure of certain users. For example: admins, bots.
+
+ ;exclude_list=User 1,User 2,User 3
+
+ ;;Shows modal alertbox for entering agent on IRC enabled regions
+ ;;
+ ;; Enable Alert, default = false
+ ;alert_show = false
+ ;;
+ ;; Show IRC serverinfo, default = true
+ ;alert_show_serverinfo = true
+ ;;
+ ;alert_msg_pre = "This region is linked to Irc."
+ ;alert_msg_post = "Everything you say in public chat can be listened."
+
+
+; The following settings control the progression of daytime
+; in the Sim. The defaults are the same as the commented out settings
+[Sun]
+ ; number of wall clock hours for an opensim day. 24.0 would mean realtime
+ ;day_length = 4
+ ; Year length in days
+ ;year_length = 60
+ ; Day to Night Ratio
+ ;day_night_offset = 0.45
+ ; send a Sun update every update_interval # of frames. A lower number will
+ ; make for smoother sun transition at the cost of network
+ ;update_interval = 100
+
+
+[Wind]
+ ; Enables the wind module. Default is true
+ enabled = true
+
+ ; How often should wind be updated, as a function of world frames. Approximately 50 frames a second
+ wind_update_rate = 150
+
+ ; The Default Wind Plugin to load
+ wind_plugin = SimpleRandomWind
+
+ ; These settings are specific to the ConfigurableWind plugin
+ ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
+ ; avg_strength = 5.0
+ ; avg_direction = 0.0
+ ; var_strength = 0.0
+ ; var_direction = 0.0
+ ; rate_change = 1.0
+
+ ; This setting is specific to the SimpleRandomWind plugin
+ ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
+ strength = 1.0
+
+
+[Cloud]
+ ; Enable this to generate classic particle clouds above the sim.
+ ; default is disabled - turn it on here
+ enabled = false
+
+ ; Density of cloud cover 0.0 to 1.0 Defult 0.5
+ density = 0.5
+
+ ; update interval for the cloud cover data returned by llCloud().
+ ; default is 1000
+ cloud_update_rate = 1000
+
+
+[LightShare]
+ ; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
+ ; It has no ill effect on viewers which do not support server-side windlight settings.
+ enable_windlight = false
+
+
+[Trees]
+ ; enable the trees module. default true
+ enabled = true
+
+ ; active_trees allows module to change its trees in time.
+ ; some will be deleted, others created and rest may grow
+ ; default is false. You can change it with console command tree active true | false later
+ active_trees = false
+ ; the trees change execution time rate (in ms)
+ update_rate = 1000
+
+ ; allow the trees to grow.
+ ; DANGER
+ ; this option causes high network use on the order of
+ ; NumberOfTrees * NumberAvatars * 1000 / update_rate udp packets per second
+ allowGrow = false
+
+[VectorRender]
+ ; the font to use for rendering text (default: Arial)
+ ; font_name = "Arial"
+
+
+[LL-Functions]
+ ; Set the following to true to allow administrator owned scripts to execute console commands
+ ; currently unused
+ ; AllowosConsoleCommand=false
+
+ ; Are god functions such as llSetObjectPermMask() allowed? If true then gods and only gods have access to these functions.
+ ; If false then gods cannot execute these functions either.
+ AllowGodFunctions = false
+
+ ; Restrict the email address used by llEmail to the address associated with the avatars user account?
+ ; 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.
+ ; If false then email may be sent to any valid email address.
+ RestrictEmail = false
+
+ ; Maximum number of llListen events we allow over the entire region.
+ ; Set this to 0 to have no limit imposed
+ max_listens_per_region = 1000
+
+ ; Maximum number of llListen events we allow per script
+ ; Set this to 0 to have no limit imposed.
+ max_listens_per_script = 64
+
+ ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
+ max_external_urls_per_simulator = 100
+
+ ; Use size boxes instead of meshed prims, sculpts and mesh when calculating bounding boxes.
+ ; Speeds up calculations but can make them inaccurate, in some cases very inaccurate.
+ UseSimpleBoxesInGetBoundingBox = false
+
+ ; Add a third vector with stats when returning results from llGetBoundingBox.
+ ; Lists objects (groups), prims/meshes/avatars (parts) and vertices rendered.
+ AddStatsInGetBoundingBox = false
+
+ ; Avatar bounding box, lower X value, constant part, when standing
+ LowerAvatarBoundingBoxStandingXconst = -0.275
+
+ ; Avatar bounding box, upper X value, constant part, when standing
+ UpperAvatarBoundingBoxStandingXconst = 0.275
+
+ ; Avatar bounding box, lower Y value, constant part, when standing
+ LowerAvatarBoundingBoxStandingYconst = -0.35
+
+ ; Avatar bounding box, upper Y value, constant part, when standing
+ UpperAvatarBoundingBoxStandingYconst = 0.35
+
+ ; Avatar bounding box, lower Z value, constant part, when standing
+ LowerAvatarBoundingBoxStandingZconst = -0.1
+
+ ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when standing
+ LowerAvatarBoundingBoxStandingZcoeff = -0.5
+
+ ; Avatar bounding box, upper Z value, constant part, when standing
+ UpperAvatarBoundingBoxStandingZconst = 0.1
+
+ ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when standing
+ UpperAvatarBoundingBoxStandingZcoeff = 0.5
+
+ ; Avatar bounding box, lower X value, constant part, when groundsitting
+ LowerAvatarBoundingBoxGroundsittingXconst = -0.3875
+
+ ; Avatar bounding box, upper X value, constant part, when groundsitting
+ UpperAvatarBoundingBoxGroundsittingXconst = 0.3875
+
+ ; Avatar bounding box, lower Y value, constant part, when groundsitting
+ LowerAvatarBoundingBoxGroundsittingYconst = -0.5
+
+ ; Avatar bounding box, upper Y value, constant part, when groundsitting
+ UpperAvatarBoundingBoxGroundsittingYconst = 0.5
+
+ ; Avatar bounding box, lower Z value, constant part, when groundsitting
+ LowerAvatarBoundingBoxGroundsittingZconst = -0.05
+
+ ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when groundsitting
+ LowerAvatarBoundingBoxGroundsittingZcoeff = -0.375
+
+ ; Avatar bounding box, upper Z value, constant part, when groundsitting
+ UpperAvatarBoundingBoxGroundsittingZconst = 0.5
+
+ ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when groundsitting
+ UpperAvatarBoundingBoxGroundsittingZcoeff = 0.0
+
+ ; Avatar bounding box, lower X value, constant part, when sitting
+ LowerAvatarBoundingBoxSittingXconst = -0.5875
+
+ ; Avatar bounding box, upper X value, constant part, when sitting
+ UpperAvatarBoundingBoxSittingXconst = 0.1875
+
+ ; Avatar bounding box, lower Y value, constant part, when sitting
+ LowerAvatarBoundingBoxSittingYconst = -0.35
+
+ ; Avatar bounding box, upper Y value, constant part, when sitting
+ UpperAvatarBoundingBoxSittingYconst = 0.35
+
+ ; Avatar bounding box, lower Z value, constant part, when sitting
+ LowerAvatarBoundingBoxSittingZconst = -0.35
+
+ ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when sitting
+ LowerAvatarBoundingBoxSittingZcoeff = -0.375
+
+ ; Avatar bounding box, upper Z value, constant part, when sitting
+ UpperAvatarBoundingBoxSittingZconst = -0.25
+
+ ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when sitting
+ UpperAvatarBoundingBoxSittingZcoeff = 0.25
+
+ ; Safety coefficient for max bounding box from prim size box X coordinate
+ ; Worst case is twisted and sheared box, 1+sqrt(2)
+ PrimBoundingBoxSafetyCoefficientX = 2.414214
+
+ ; Safety coefficient for max bounding box from prim size box Y coordinate
+ ; Worst case is twisted and sheared box, 1+sqrt(2)
+ PrimBoundingBoxSafetyCoefficientY = 2.414214
+
+ ; Safety coefficient for max bounding box from prim size box Z coordinate
+ ; Worst case is twisted tube, 0.5+sqrt(1.25)
+ PrimBoundingBoxSafetyCoefficientZ = 1.618034
+
+ ; Use llCastRay V3 if true.
+ ; Implements llCastRay similar but not identical to Second Life.
+ ; See http://wiki.secondlife.com/wiki/LlCastRay .
+ ; NEW
+ ; Meshes prims for good accuracy in ray hit detection,
+ ; handling basic and tortured prims, sculpts and meshes.
+ ; Uses ellipsoid, correctly sized avatar capsules.
+ ; Handles complex terrain, multi-prim objects and seated avatars.
+ ; Implements throttling and the status codes
+ ; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED,
+ ; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW.
+ ; WARNING
+ ; Can be faster on some servers and scenes, but slower on others,
+ ; compared to previous version of llCastRay in OpenSimulator.
+ ; Is in most cases considerably slower than llCastRay in Second Life.
+ ; Generates geometry meshes and can therefore use much system resources.
+ UseLlCastRayV3 = false
+
+ ; Accepted calculation precision error in calculations in llCastRay V3
+ FloatToleranceInLlCastRay = 0.00001
+
+ ; Accepted distance difference between duplicate hits in llCastRay V3
+ FloatTolerance2InLlCastRay = 0.001
+
+ ; Detail level when rendering prims in llCastRay V3
+ ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
+ PrimDetailLevelInLlCastRay = 1
+
+ ; Detail level when rendering sculpts in llCastRay V3
+ ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
+ SculptDetailLevelInLlCastRay = 1
+
+ ; Detail level when rendering meshes in llCastRay V3
+ ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
+ MeshDetailLevelInLlCastRay = 3
+
+ ; Detail level when rendering avatar capsules in llCastRay V3
+ ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
+ AvatarDetailLevelInLlCastRay = 1
+
+ ; Maximum number of returned hits from llCastRay V3
+ MaxHitsInLlCastRay = 16
+
+ ; Maximum number of returned hits per prim from llCastRay V3
+ MaxHitsPerPrimInLlCastRay = 16
+
+ ; Maximum number of returned hits per object from llCastRay V3
+ MaxHitsPerObjectInLlCastRay = 16
+
+ ; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true
+ DetectExitHitsInLlCastRay = false
+
+ ; Detect attachments in llCastRay V3 if true
+ DoAttachmentsInLlCastRay = false
+
+ ; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3
+ ; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this
+ ThrottleTimeInMsInLlCastRay = 200
+
+ ; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3
+ AvailableTimeInMsPerRegionInLlCastRay = 40
+
+ ; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3
+ AvailableTimeInMsPerAvatarInLlCastRay = 10
+
+ ; Required available time in ms left to perform a new llCastRay in llCastRay V3
+ RequiredAvailableTimeInMsInLlCastRay = 2
+
+ ; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions
+ MaximumAvailableTimeInMsInLlCastRay = 40
+
+ ; Use cached meshes in llCastRay V3 if true
+ ; Improves performance but uses more memory
+ UseMeshCacheInLlCastRay = true
+
+
+[DataSnapshot]
+ ; The following set of configs pertains to search.
+ ; Set index_sims to true to enable search engines to index your searchable data
+ ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
+ ; default is false
+ index_sims = false
+
+ ; The variable data_exposure controls what the regions expose:
+ ; minimum: exposes only things explicitly marked for search
+ ; all: exposes everything
+ data_exposure = minimum
+
+ ; If search is on, change this to your grid name; will be ignored for standalones
+ gridname = "OSGrid"
+
+ ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
+ ; Later, you may want to increase this to 3600 (1 hour) or more
+ default_snapshot_period = 1200
+
+ ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
+ snapshot_cache_directory = "DataSnapshot"
+
+ ; Uncomment if you want to index your data with this and/or other search providers. One entry per
+ ; data service
+ ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
+
+
+[Economy]
+ ; the economy module in use
+ ; default is the provided BetaGridLikeMoneyModule
+ ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
+ ; There is no intention to implement anything further in core OpenSimulator.
+ ; This functionality has to be provided by third party modules.
+ ; economymodule = BetaGridLikeMoneyModule
+
+ ; Economy values get used in the BetaGridLikeMoneyModule.
+
+ ;; Enables selling things for $0. Default is true.
+ ; SellEnabled = true
+
+ ;; Money Unit fee to upload textures, animations etc. Default is 0.
+ ;PriceUpload = 0
+
+ ;; Money Unit fee to create groups. Default is 0.
+ ;PriceGroupCreate = 0
+
+ ; We don't really know what the rest of these values do. These get sent to the client
+ ; These taken from Agni at a Public Telehub. Change at your own risk.
+ ;ObjectCount = 0
+ ;PriceEnergyUnit = 0
+ ;PriceObjectClaim = 0
+ ;PricePublicObjectDecay = 0
+ ;PricePublicObjectDelete = 0
+ ;PriceParcelClaim = 0
+ ;PriceParcelClaimFactor = 1
+
+ ;PriceRentLight = 0
+ ;TeleportMinPrice = 0
+ ;TeleportPriceExponent = 2
+ ;EnergyEfficiency = 1
+ ;PriceObjectRent = 0
+ ;PriceObjectScaleFactor = 10
+ ;PriceParcelRent = 0
+
+ ; Mesh upload settings, independent of economymodule
+
+ ; Create inventory entries for textures uploaded with a model
+ ; default is false, ie, do not create
+ ; MeshModelAllowTextureToInventory = true
+
+
+
+[XEngine]
+ ; Enable this engine in this OpenSim instance
+ Enabled = true
+
+ ; How many threads to keep alive even if nothing is happening
+ MinThreads = 2
+
+ ; How many threads to start at maximum load
+ MaxThreads = 100
+
+ ; Time a thread must be idle (in seconds) before it dies
+ IdleTimeout = 60
+
+ ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
+ Priority = "BelowNormal"
+
+ ; Maximum number of events to queue for a script (excluding timers)
+ MaxScriptEventQueue = 300
+
+ ; Stack size per thread created
+ ThreadStackSize = 262144
+
+ ; Set this to true to load each script into a separate
+ ; AppDomain. Setting this to false will load all script assemblies into the
+ ; current AppDomain, which will reduce the per-script overhead but deleted scripts stay inactive using memory
+ ; this may only be a problem if regions stay alive for a long time with lots of scripts added or edited.
+ ; at this time some mono versions seem to have problems with the true option
+ ; so default is now false until a fix is found
+ ; AppDomainLoading = false
+
+ ; Controls whether previously compiled scripts DLLs are deleted on sim restart.
+ ; If you set this to false then startup will be considerably faster since scripts won't need to be recompiled.
+ ; It should be true on first run after updating opensim binary version
+ ; after first run you can change to false.
+ ; You can also set it to false and delete the script DLLs by hand
+ ; This does not delete cached scripts state.
+ ; DeleteScriptsOnStartup = true
+
+ ; CompactMemOnLoad
+ ; forces calls to memory garbage collector before loading each script DLL during region startup.
+ ; Peak memory usage is reduced and region starts with a more compacted memory allocation.
+ ; But this costs a lot of time, so region load will take a lot longer.
+ ; it is more usefull if there are no previously compiled scripts DLLs (or DeleteScriptsOnStartup = true)
+ ; CompactMemOnLoad = false
+
+ ; Controls whether scripts are stopped by aborting their threads externally (abort)
+ ; or by co-operative checks inserted by OpenSimulator into compiled script (co-op).
+ ; co-op will be more stable as aborting threads can cause instability.
+ ; abort was the default option in OpenSimulator 0.8 and before.
+ ; If this setting is changed between co-op and abort, then existing scripts will automatically be recompiled if necessary.
+ ; However, the setting change will not take affect until the next time you restart the simulator.
+ ; Setting changes will not affect state information stored for scripts.
+ ScriptStopStrategy = co-op
+
+ ; Rate to poll for asynchronous command replies (ms)
+ ; currently unused
+ ;AsyncLLCommandLoopms = 50
+
+ ; Save the source of all compiled scripts
+ WriteScriptSourceToDebugFile = false
+
+ ; Compile debug info (line numbers) into the script assemblies
+ CompileWithDebugInformation = true
+
+ ; Allow the user of mod* functions. This allows a script to pass messages
+ ; to a region module via the modSendCommand() function
+ ; Default is false
+ AllowMODFunctions = false
+
+ ; Allow the use of os* functions (some are dangerous)
+ AllowOSFunctions = false
+
+ ; Allow the user of LightShare functions
+ AllowLightShareFunctions = false
+
+ ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
+ OSFunctionThreatLevel = VeryLow
+
+ ; OS Functions enable/disable
+ ; For each function, you can add one line, as shown
+ ; The default for all functions allows them if below threat level
+
+ ; true allows the use of the function unconditionally
+ ; Allow_osSetRegionWaterHeight = true
+
+ ; false disables the function completely
+ ; Allow_osSetRegionWaterHeight = false
+
+ ; Comma separated list of UUIDS allows the function for that list of UUIDS
+ ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
+
+ ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
+ ; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel
+ ; - PARCEL_OWNER: allow if the objectowner is parcelowner
+ ; - ESTATE_MANAGER: allow if the object owner is a estate manager
+ ; - ESTATE_OWNER: allow if objectowner is estateowner
+ ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
+
+ ; You can also use script creators as the uuid
+ ; Creators_osSetRegionWaterHeight = , ...
+
+ ; If both Allow_ and Creators_ are given, effective permissions
+ ; are the union of the two.
+
+ ; Interval (s) between background save of script states
+ SaveInterval = 120
+
+ ; Interval (s) between maintenance runs (0 = disable)
+ MaintenanceInterval = 10
+
+ ; Time a script can spend in an event handler before it is interrupted
+ EventLimit = 30
+
+ ; If a script overruns it's event limit, kill the script?
+ KillTimedOutScripts = false
+
+ ; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested
+ ; before aborting the thread (such as when an object containing scripts is taken into inventory).
+ WaitForEventCompletionOnScriptStop = 1000
+
+ ; Sets the multiplier for the scripting delays
+ ScriptDelayFactor = 1.0
+
+ ; The factor the 10 m distances llimits are multiplied by
+ ScriptDistanceLimitFactor = 1.0
+
+ ; Maximum length of notecard line read
+ ; Increasing this to large values potentially opens
+ ; up the system to malicious scripters
+ ; NotecardLineReadCharsMax = 255
+
+ ; Minimum settable timer interval. Any timer setting less than this is
+ ; rounded up to this minimum interval.
+ ; MinTimerInterval = 0.5
+
+ ; Sensor settings
+ SensorMaxRange = 96.0
+ SensorMaxResults = 16
+
+ ; Allow for llCreateLink and llBreakLink to work without asking for permission
+ ; only enable this in a trusted environment otherwise you may be subject to hijacking
+ ; AutomaticLinkPermission = false
+
+ ; Disable underground movement of prims (default true); set to
+ ; false to allow script controlled underground positioning of
+ ; prims
+ ; DisableUndergroundMovement = true
+
+ ;; Path to script assemblies
+ ; ScriptEnginesPath = "ScriptEngines"
+
+
+[Concierge]
+ ; Enable concierge module
+ ; Default is false
+ enabled = false
+
+ ; name of the concierge
+ whoami = "jeeves"
+
+ ; password for updating the welcome message templates via XmlRpc
+ password = SECRET
+
+ ; regex specifying for which regions concierge service is desired; if
+ ; empty, then for all
+ ;regions = "^MeetingSpace-"
+ regions = ""
+
+ ; for each region that matches the regions regexp you can provide
+ ; (optionally) a welcome template using format substitution:
+ ; {0} is replaced with the name of the avatar entering the region
+ ; {1} is replaced with the name of the region
+ ; {2} is replaced with the name of the concierge (whoami variable above)
+
+ ;welcomes = /path/to/welcome/template/directory
+
+ ; Concierge can send attendee lists to an event broker whenever an
+ ; avatar enters or leaves a concierged region. the URL is subject
+ ; to format substitution:
+ ; {0} is replaced with the region's name
+ ; {1} is replaced with the region's UUID
+ ;broker = "http://broker.place.com/{1}"
+
+
+[Hypergrid]
+ ; Keep it false for now. Making it true requires the use of a special client in order to access inventory
+ safemode = false
+
+
+[VivoxVoice]
+ ; The VivoxVoice module will allow you to provide voice on your
+ ; region(s). It uses the same voice technology as the LL grid and
+ ; works with recent LL clients (we have tested 1.22.9.110075, so
+ ; anything later ought to be fine as well).
+ ;
+ ; For this to work you need to obtain an admin account from Vivox
+ ; that allows you to create voice accounts and region channels.
+
+ enabled = false
+
+ ; vivox voice server
+ vivox_server = www.foobar.vivox.com
+
+ ; vivox SIP URI
+ vivox_sip_uri = foobar.vivox.com
+
+ ; vivox admin user name
+ vivox_admin_user = DeepThroat
+
+ ; vivox admin password
+ vivox_admin_password = VoiceG4te
+
+ ; channel type: "channel" or "positional"
+ ; - positional: spatial sound (default)
+ ; - channel: normal "conference call", no spatial sound
+ ;vivox_channel_type = positional
+
+ ; channel characteristics (unless you know what you are doing, i'd
+ ; leave them as they are --- now you WILL muck around with them,
+ ; huh? sigh)
+
+ ; channel distance model:
+ ; 0 - no attenuation
+ ; 1 - inverse distance attenuation
+ ; 2 - linear attenuation (default)
+ ; 3 - exponential attenuation
+ ;vivox_channel_distance_model = 2
+
+ ; channel mode:
+ ; - "open" (default)
+ ; - "lecture"
+ ; - "presentation"
+ ; - "auditorium"
+ ;vivox_channel_mode = "open"
+
+ ; channel roll off: rate of attenuation
+ ; - a value between 1.0 and 4.0, default is 2.0
+ ;vivox_channel_roll_off = 2.0
+
+ ; channel max range: distance at which channel is silent
+ ; - a value between 0 and 160, default is 80
+ ;vivox_channel_max_range = 80
+
+ ; channel clamping distance: distance before attenuation applies
+ ; - a value between 0 and 160, default is 10
+ ;vivox_channel_clamping_distance = 10
+
+
+[Groups]
+ Enabled = false
+
+ ; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really
+ ; apply to the Flotsam/SimianGrid GroupsModule
+ Module = Default
+
+ ; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
+ ; or from the SimianGrid project at http://code.google.com/p/openmetaverse
+ ;Module = GroupsModule
+
+ ; Enable Group Notices
+ ;NoticesEnabled = true
+
+ ; This makes the Group module very chatty on the console.
+ DebugEnabled = false
+
+ ; This makes the Groups Messaging module very chatty on the console.
+ DebugMessagingEnabled = false
+
+ ; Groups data is cached for this number of seconds before another request is made to the groups service
+ ; Set to 0 to disable the cache.
+ ; Default is 30 seconds
+ GroupsCacheTimeout = 30
+
+ ; Specify which messaging module to use for groups messaging and if it's enabled
+ ;MessagingModule = GroupsMessagingModule
+ ;MessagingEnabled = true
+
+ ; Experimental option to only message cached online users rather than all users
+ ; Should make large group with few online members messaging faster, at the expense of more calls to ROBUST presence service
+ ; (Flotsam groups only; in V2 this is always on)
+ MessageOnlineUsersOnly = false
+
+ ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
+
+ ; SimianGrid Service for Groups
+ ;ServicesConnectorModule = SimianGroupsServicesConnector
+ ;GroupsServerURI = http://mygridserver.com:82/Grid/
+
+ ; Flotsam XmlRpc Service for Groups
+ ;ServicesConnectorModule = XmlRpcGroupsServicesConnector
+ ;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php
+
+ ; XmlRpc Security settings. These must match those set on your backend groups service if the service is using these keys
+ ;XmlRpcServiceReadKey = 1234
+ ;XmlRpcServiceWriteKey = 1234
+
+ ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
+ ; only set to false it if you absolute sure regions and groups server support it.
+ ; XmlRpcDisableKeepAlive = true
+
+ ; Minimum user level required to create groups
+ ;LevelGroupCreate = 0
+
+
+[PacketPool]
+ ;RecyclePackets = true
+ ;RecycleDataBlocks = true
+
+ ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets.
+ ; This reduces data churn
+ RecycleBaseUDPPackets = true
+
+
+[InterestManagement]
+ ; This section controls how state updates are prioritized for each client
+
+ ; UpdatePrioritizationScheme valid values are BestAvatarResponsiveness and SimpleAngularDistance
+ ; SimpleAngularDistance does use more cpu
+ UpdatePrioritizationScheme = BestAvatarResponsiveness
+ ReprioritizationEnabled = true
+ ReprioritizationInterval = 2000.0
+ RootReprioritizationDistance = 10.0
+ ChildReprioritizationDistance = 20.0
+
+ ; ObjectsCullingByDistance, if true, don't send object updates if outside view range
+ ; currently viewers are also told to delete objects that leave view range
+ ; only avater position is considered, free camera may not see objects
+ ; does increase cpu load
+ ObjectsCullingByDistance = false
+
+ ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in the same region
+ ; 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).
+ ; n > 1 will reduce UDP traffic but will lead to laggier movement observed in other avatars.
+ RootTerseUpdatePeriod = 0
+
+ ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in another region
+ ; 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.
+ ChildTerseUpdatePeriod = 0
+
+ ; Send an update to clients if the difference from the last sent avatar position is greater than this tolerance
+ RootPositionUpdateTolerance = 0.05
+
+ ; Send an update to clients if the euclidian difference from the last sent avatar rotation is greater than this tolerance
+ RootRotationUpdateTolerance = 0.1
+
+ ; Send an update to clients if the difference from the last sent avatar velocity is greater than this tolerance
+ RootVelocityUpdateTolerance = 0.001
+
+[Monitoring]
+ ; Enable region monitoring
+ ; If true, this will print out an error if more than a minute has passed since the last simulator frame
+ ; Also is another source of region statistics provided via the regionstats URL
+ Enabled = true
+ ; next option may still use framework performance monitors designed for debug only, so avoid it
+ ;ServerStatsEnabled = false
+
+
+[WebStats]
+ ; View region statistics via a web page
+ ; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
+ ; Use a web browser and type in the "Login URI" + "/SStats/"
+ ; For example- http://127.0.0.1:9000/SStats/
+ ; enabled=false
+
+[Statistics]
+ ; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames
+ ; to include in the averaging calculations
+ NumberOfFrames=10
+
+[MediaOnAPrim]
+ ; Enable media on a prim facilities
+ Enabled = true
+
+
+[NPC]
+ ;; Enable Non Player Character (NPC) facilities
+ Enabled = false
+ ;; several options to control NPCs creation
+
+ ;; allow NPCs to be created not Owned {true false} default: true
+ ; AllowNotOwned = true
+
+ ;; allow NPCs to set to be sensed as Avatars {true false} default: true
+ ; AllowSenseAsAvatar = true
+
+ ;; allow NPCs to created cloning any avatar in region {true false} default: true
+ ; AllowCloneOtherAvatars = true
+
+ ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
+ ; NoNPCGroup = true
+
+[Terrain]
+ ; Values can be "pinhead-island" or "flat"
+ InitialTerrain = "pinhead-island"
+ ; If 'true' each avatar is only sent terrain patches within their view distance
+ ; This also changes the region terrain loading from 'lawn mower' to ordered around
+ ; the avatar outward.
+ SendTerrainUpdatesByViewDistance = True
+
+[LandManagement]
+ ; When editing terrain or objects, parcel layer info is updated in the viewer.
+ ; This can be expensive for large regions. If this variable is 'true', only the
+ ; parcel layer data around the area of interest is sent. The parcel layer info
+ ; is sent for 'ParcelLayerViewDistance' around the interest point.
+ ; If 'ParcelLayerViewDistance' is >= 128, the operation for legacy sized regions
+ ; will be what it has always been (send the whole region's parcel layer info).
+ ; Other parcel updates (login, changing parcel ownership, ...) will still send
+ ; whole region.
+ LimitParcelLayerUpdateDistance = true
+ ParcelLayerViewDistance = 128
+
+ ; set this to false to not display parcel ban lines
+ ShowParcelBansLines = true
+
+ ; Parcel Bans max height above ground. Default 100m
+ ; range 20m to 5000m
+ ; BanLineSafeHeight = 100
+
+ ; setting the parcel to admin content, It works as setting the land to Linden content in SL.
+ ; To use it, activate god mode in the viewer, select the parcel and go to: Admin -> Parcel -> Set to Linden Content ( CTRL+ALT+SHIFT+C)
+ ; DefaultAdministratorParcelName = "Admin Parcel"
+ ; DefaultAdministratorGroupUUID = "00000000-0000-0000-0000-000000000000"
+ ; DefaultAdministratorOwnerUUID = "00000000-0000-0000-0000-000000000000"
+
+;;
+;; If you are using a simian grid frontend you can enable
+;; this module to upload tile images for the mapping fn
+;;
+[SimianGridMaptiles]
+ Enabled = False
+ MaptileURL = "http://www.mygrid.com/Grid/"
+ RefreshTime = 3600
+
+
+;;
+;; JsonStore module provides structured store for scripts
+;;
+[JsonStore]
+ Enabled = False
+
+ ;; Enable direct access to the SOP dynamic attributes
+ EnableObjectStore = False
+ MaxStringSpace = 0
+
+
+;;
+;; These are defaults that are overwritten below in [Architecture].
+;; These defaults allow OpenSim to work out of the box with
+;; zero configuration
+;;
+[AssetService]
+ DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
+ AssetLoaderArgs = "assets/AssetSets.xml"
+
+ ; Disable this to prevent the default asset set from being inserted into the
+ ; asset store each time the region starts
+ AssetLoaderEnabled = true
+
+
+[GridService]
+ ;; default standalone, overridable in StandaloneCommon.ini
+ StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
+
+
+[AutoBackupModule]
+ ;; default is module is disabled at the top level
+ AutoBackupModuleEnabled = false
+
+
+[Sounds]
+ ;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule}
+ Module = OpenSim.Region.CoreModules.dll:SoundModule
+
+ ;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0}
+ MaxDistance = 100.0
+
+
+[ServiceThrottle]
+ ;; Default time interval (in ms) for the throttle service thread to wake up
+ Interval = 5000
+
+[Dwell]
+ ;; This enables the built in basic dwell module
+ DwellModule = DefaultDwellModule
+
+[ServerReleaseNotes]
+ ;; Comment or set to "" to disable
+ ServerReleaseNotesURL = "http://opensimulator.org/wiki/0.9.1.0_Release"
+
+[Modules]
+ Include-modules = "addon-modules/*/config/*.ini"
+
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