From 5e4d6cab00cb29cd088ab7b62ab13aff103b64cb Mon Sep 17 00:00:00 2001 From: onefang Date: Sun, 19 May 2019 21:24:15 +1000 Subject: Dump OpenSim 0.9.0.1 into it's own branch. --- bin/OpenSim.ini.example | 265 +++++++++++++++++++++++++++++------------------- 1 file changed, 163 insertions(+), 102 deletions(-) (limited to 'bin/OpenSim.ini.example') diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 82a5c87..c610b3f 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -1,6 +1,6 @@ ;; This is the main configuration file for OpenSimulator. ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator. -;; If it's named OpenSim.ini.example then you will need to copy it to +;; If it's named OpenSim.ini.example then you will need to copy it to ;; OpenSim.ini first (if that file does not already exist) ;; ;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least @@ -10,19 +10,19 @@ ;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the ;; available .example files. ;; -;; The settings in this file are in the form " = ". For example, +;; The settings in this file are in the form " = ". For example, ;; save_crashes = false in the [Startup] section below. ;; -;; All settings are initially commented out and the default value used, as -;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by +;; All settings are initially commented out and the default value used, as +;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by ;; deleting the initial semicolon (;) and then change the value. This will ;; override the value in OpenSimDefaults.ini -;; +;; ;; If you want to find out what configuration OpenSimulator has finished with ;; once all the configuration files are loaded then type "config show" on the ;; region console command line. ;; -;; +;; ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE ;; ;; All leading white space is ignored, but preserved. @@ -41,7 +41,7 @@ ;; satisfied. ;; ;; ; denotes a commented out option. -;; Any options added to OpenSim.ini.example should be initially commented +;; Any options added to OpenSim.ini.example should be initially commented ;; out. @@ -52,13 +52,19 @@ ; name and use default public port 9000. The private port is not used ; in the configuration for a standalone. - ;# {BaseURL} {} {BaseURL} {"http://example.com" "http://127.0.0.1"} "http://127.0.0.1" - BaseURL = http://127.0.0.1 - + ;# {BaseHostname} {} {BaseHostname} {"example.com" "127.0.0.1"} "127.0.0.1" + BaseHostname = "127.0.0.1" + + ;# {BaseURL} {} {BaseURL} {"http://${Const|BaseHostname}} "http://${Const|BaseHostname}" + BaseURL = http://${Const|BaseHostname} + ;# {PublicPort} {} {PublicPort} {8002 9000} "8002" PublicPort = "8002" ;# {PrivatePort} {} {PrivatePort} {8003} "8003" + ; port to access private grid services. + ; grids that run all their regions should deny access to this port + ; from outside their networks, using firewalls PrivatePort = "8003" @@ -105,14 +111,14 @@ ; PIDFile = "/tmp/OpenSim.exe.pid" ;# {RegistryLocation} {} {Addins Registry Location} {} - ; Set path to directory for addin registry if you want addins outside of bin. - ; Information about the registered repositories and installed plugins will + ; Set path to directory for addin registry if you want addins outside of bin. + ; 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 = "." ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {} ; 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 + ; configurations will survive updates. The OpenSim.exe process must have R/W access ; to the location. ; ConfigDirectory = "." @@ -122,7 +128,7 @@ ;; Default is "filesystem" ; region_info_source = "filesystem" ; region_info_source = "web" - + ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions ;; Determines where the region XML files are stored if you are loading ;; these from the filesystem. @@ -135,26 +141,22 @@ ;; 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"; + ; regionload_webserver_url = "http://example.com/regions.xml" ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false ;; Allow the simulator to start up if there are no region configuration available ;; from the selected region_info_source. ; allow_regionless = false - ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20 - ;; Increasing the number of undos available number will increase memory usage. - MaxPrimUndos = 20 - ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001 - ;; Minimum size for non-physical prims. Affects resizing of existing - ;; prims. This can be overridden in the region config file (as + ;; Minimum size for non-physical prims. Affects resizing of existing + ;; prims. This can be overridden in the region config file (as ;; NonPhysicalPrimMin!). ; NonPhysicalPrimMin = 0.001 ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256 ;; Maximum size for non-physical prims. Affects resizing of existing - ;; prims. This can be overridden in the region config file (as + ;; prims. This can be overridden in the region config file (as ;; NonPhysicalPrimMax!). ; NonPhysicalPrimMax = 256 @@ -184,7 +186,7 @@ ;; 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. + ;; simulator. ;; For crossings where the regions are on the same simulator the script is ;; always kept running. ; AllowScriptCrossing = true @@ -196,15 +198,6 @@ ;; YOU HAVE BEEN WARNED!!! ; TrustBinaries = false - ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content or varregions!)} {true false} false - ;; Combine all contiguous regions into one large megaregion - ;; Order your regions from South to North, West to East in your regions.ini - ;; and then set this to true - ;; Warning! Don't use this with regions that have existing content!, - ;; This will likely break them - ;; Also, this setting should be set to false for varregions as they are proper larger single regions rather than combined smaller regions. - ; CombineContiguousRegions = false - ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false ;; 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 @@ -248,19 +241,27 @@ ;; Default is Meshmerizer ; meshing = Meshmerizer ; meshing = ZeroMesher + ;; select ubODEMeshmerizer only with ubOde physics engine + ; meshing = ubODEMeshmerizer ;; Choose one of the physics engines below ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim ;; 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. + ;; 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. + ;; basicphysics effectively does not model physics at all, making all objects phantom. ;; Default is BulletSim ; physics = OpenDynamicsEngine ; physics = BulletSim ; physics = basicphysics ; physics = POS + ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also + ; physics = ubODE + + ; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit + ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions + ; edit the line ulimit -s 262144, and change this last value ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine ;; Default script engine to use. Currently, we only have XEngine @@ -288,8 +289,8 @@ ;; 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 + ;; "random" will place the avatar on a randomly selected spawnpoint. + ;; "sequence" will place the avatar on the next sequential SpawnPoint. ; SpawnPointRouting = closest ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false @@ -324,16 +325,16 @@ [Map] ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true - ;; Map tile options. + ;; 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 + ;; 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 ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule ;; The module to use in order to generate map images. - ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can + ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can ;; generate better images. ;MapImageModule = "MapImageModule" @@ -366,8 +367,23 @@ ; TexturePrimSize = 48 ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false - ;; Attempt to render meshes and sculpties on the map - ; RenderMeshes = false; + ;; Attempt to render meshes and sculpties on the map. + ; RenderMeshes = false + + ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"} + ; MapColorWater = "#3399FF" + + ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"} + ; MapColor1 = "#A58976" + + ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"} + ; MapColor2 = "#455931" + + ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"} + ; MapColor3 = "#A29A8D" + + ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"} + ; MapColor4 = "#C8C8C8" [Permissions] @@ -400,16 +416,12 @@ ;; Allow region managers to assume god powers in regions they manage ; region_manager_is_god = false - ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true - ;; Allow parcel owners to assume god powers in their parcels - ; parcel_owner_is_god = true - ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false ;; More control over permissions ;; This is definitely not SL! ;; Provides a simple control for land owners to give build rights to ;; specific avatars in publicly accessible parcels that disallow object - ;; creation in general. + ;; creation in general. ;; Owners specific avatars by adding them to the Access List of the parcel ;; without having to use the Groups feature ; simple_build_permissions = false @@ -430,12 +442,12 @@ ; ** Standalone Estate Settings ** - ; The following parameters will only be used on a standalone system to + ; The following parameters will only be used on a standalone system to ; create an estate owner that does not already exist ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000 - ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random - ;; UUID will be assigned. This is normally what you want + ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random + ;; UUID will be assigned. This is normally what you want ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000 ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {} @@ -504,11 +516,11 @@ ; You can whitelist individual endpoints by IP or FQDN, e.g. ; ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003 - ; + ; ; You can specify multiple addresses by separating them with a bar. For example, ; ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000 - ; + ; ; If an address if given without a port number then port 80 is assumed ; ; You can also specify a network range in CIDR notation to whitelist, e.g. @@ -522,11 +534,21 @@ ; ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation + ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384 + ;; 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. + ;; Please be aware that the limit can be set to insanely high values, + ;; effectively removing any limitation. This will expose your sim to a + ;; known attack. It is not recommended to set this limit higher than + ;; the highest value that is actually needed by existing applications! + ;; 16384 is the SL compatible value. + ; HttpBodyMaxLenMAX=16384 + ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {} ;; Hostname to use in llRequestURL/llRequestSecureURL - ;; if not defined - default machine name is being used - ;; (on Windows this mean NETBIOS name - useably only inside local network) - ; ExternalHostNameForLSL = "127.0.0.1" + ;; if not defined - llRequestURL/llRequestSecureURL are disabled + ExternalHostNameForLSL = ${Const|BaseHostname} ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim ;; What is reported as the "X-Secondlife-Shard" @@ -539,11 +561,11 @@ ;; 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 + ;; " (Mozilla Compatible)" to the text where there are problems with a ;; web server ; user_agent = "OpenSim LSL (Mozilla Compatible)" - ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services. + ;; The following 3 variables are for HTTP Basic Authentication for the Robust services. ;; Use this if your central services in port 8003 need to be accessible on the Internet ;; but you want to protect them from unauthorized access. The username and password ;; here need to match the ones in the Robust service configuration. @@ -556,9 +578,9 @@ [XMLRPC] ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule - ;; If enabled and set to XmlRpcRouterModule, this will post an event, - ;; "xmlrpc_uri(string)" to the script concurrently with the first - ;; remote_data event. This will contain the fully qualified URI an + ;; If enabled and set to XmlRpcRouterModule, this will post an event, + ;; "xmlrpc_uri(string)" to the script concurrently with the first + ;; remote_data event. This will contain the fully qualified URI an ;; external site needs to use to send XMLRPC requests to that script ;; ;; If enabled and set to XmlRpcGridRouterModule, newly created channels @@ -571,7 +593,7 @@ ;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator ;; will use this address to register xmlrpc channels on the external - ;; service + ;; service ; XmlRpcHubURI = http://example.com @@ -608,7 +630,6 @@ [SimulatorFeatures] - ;# {SearchServerURI} {} {URL of the search server} {} ;; Optional. If given this serves the same purpose as the grid wide ;; [LoginServices] SearchURL setting and will override that where @@ -642,6 +663,11 @@ ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed. ;DisableInterRegionTeleportCancellation = false + ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS + ;; 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] ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *} @@ -660,14 +686,18 @@ ;; For standalones, this is the storage dll. ; StorageProvider = OpenSim.Data.MySQL.dll - ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule - ;; Mute list handler (not yet implemented). MUST BE SET to allow offline - ;; messages to work + ; Mute list handler + ; the provided MuteListModule is just a Dummy + ; you will need a external module for proper suport. + ; if you keep both 2 following settings comment, viewers will use mutes in their caches + ; if you uncoment both (url is ignored) the mutes will be deleted at login on this instance regions + ; WARNING: viewers mutes cache seems to shared by all grids, including SL + ; this may cause some confusion. + + ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None ; MuteListModule = MuteListModule - ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php - ;; URL of the web service that serves mute lists. Not currently used, but - ;; must be set to allow offline messaging to work. + ;# {MuteListURL} {MuteListModule:MuteListModule} {} {} http://yourserver/Mute.php ; MuteListURL = http://yourserver/Mute.php ;; Control whether group invites and notices are stored for offline users. @@ -684,18 +714,11 @@ [ODEPhysicsSettings] ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true ;; Do we want to mesh sculpted prim to collide like they look? - ;; If you are seeing sculpt texture decode problems + ;; If you are seeing sculpt texture decode problems ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception") ;; then you might want to try setting this to false. ; mesh_sculpted_prim = true - ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false - ;; If you would like physics joints to be enabled through a special naming - ;; convention in the client, set this to true. - ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics) - ; use_NINJA_physics_joints = false - - [RemoteAdmin] ;; This is the remote admin module, which uses XMLRPC requests to ;; manage regions from a web interface. @@ -841,6 +864,10 @@ ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py" [Economy] + ; the economy module in use + ; To use other modules you need to override this setting + ; economymodule = BetaGridLikeMoneyModule + ;# {SellEnabled} {} {Enable selling for 0?} {true false} true ; 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. @@ -872,6 +899,9 @@ ;; Time a thread must be idle (in seconds) before it dies ; IdleTimeout = 60 + ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable + ; MinTimerInterval = 0.5 + ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", ;; "Highest") @@ -885,8 +915,8 @@ ;; The trade-off may be increased memory usage by the script engine. ; ThreadStackSize = 262144 - ;; Set this to true (the default) to load each script into a separate - ;; AppDomain. + ;; 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 significantly improve script loading times. @@ -894,18 +924,20 @@ ;; ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region. - ;; Some Windows users have also reported script loading problems when AppDomainLoading = false - ; AppDomainLoading = true + ;; at this time some mono versions seem to have problems with the true option + ;; so default is now false until a fix is found, to simply life of less technical skilled users. + ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited. + ; AppDomainLoading = false - ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op) + ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op) ;; co-op will be more stable but this option is currently experimental. ;; If moving from co-op to abort, existing script DLLs will need to be recompiled. - ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run - ;; or by deleting the script DLL* files in caches/ScriptEngines// + ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run + ;; or by deleting the script DLL* files in bin/ScriptEngines// ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile ;; Current valid values are "abort" and "co-op" - ; ScriptStopStrategy = abort - + ; ScriptStopStrategy = co-op + ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false @@ -914,16 +946,12 @@ ;; by scripts have changed. ; DeleteScriptsOnStartup = true - ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl - ;; Default language for scripts - ; DefaultCompileLanguage = "lsl" - - ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl - ;; List of allowed languages (lsl,vb,cs) - ;; AllowedCompilers=lsl,cs,vb - ;; *warning*, non lsl languages have access to static methods such as - ;; System.IO.File. Enable at your own risk. - ; AllowedCompilers = "lsl" + ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false + ;; 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 (as with DeleteScriptsOnStartup = true) + ;CompactMemOnLoad = false ;; Compile debug info (line numbers) into the script assemblies ; CompileWithDebugInformation = true @@ -938,6 +966,10 @@ ;; If a script overruns it's event limit, kill the script? ; KillTimedOutScripts = false + ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0 + ;; Sets the multiplier for the scripting delays + ; ScriptDelayFactor = 1.0 + ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {} ;; The factor the 10 m distances limits are multiplied by ; ScriptDistanceLimitFactor = 1.0 @@ -962,7 +994,7 @@ ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines ;; Path to script engine assemblies - ;; Default is ../caches/ScriptEngines + ;; Default is ./bin/ScriptEngines ; ScriptEnginesPath = "ScriptEngines" [OSSL] @@ -1028,7 +1060,7 @@ ;; or... use Groups Module V2, which works for standalones and robust grids ; Module = "Groups Module V2" - ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll} + ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll} ; StorageProvider = OpenSim.Data.MySQL.dll ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector @@ -1046,7 +1078,7 @@ ; LocalService = local ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} "" - ;; Used for V2 in Remote only. + ;; Used for V2 in Remote only. ; SecretKey = "" ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {} @@ -1057,11 +1089,11 @@ ;; Leave it commented for standalones, V2 ; GroupsServerURI = "" - ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {} + ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {} ;; Used for V2 in HG only. For example ;; http://mygridserver.com:9000 or http://mygridserver.com:8002 ;; If you have this set under [Startup], no need to set it here, leave it commented - ; HomeURI = "" + ; HomeURI = "" ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true ; MessagingEnabled = true @@ -1100,22 +1132,46 @@ ;; SimpleAngularDistance, FrontBack ; UpdatePrioritizationScheme = BestAvatarResponsiveness + ; TEST OPTION KEEP AS FALSE + ; if true, don't send object updates if outside view range + ; ObjectsCullingByDistance = false [MediaOnAPrim] ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true ;; Enable media on a prim facilities - ; Enabled = true; + ; Enabled = true [NPC] ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false ; Enabled = false + ;; several options to control NPCs creation + + ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true + ;; allow NPCs to be created not Owned {true false} default: true + ; AllowNotOwned = true + + ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true + ;; allow NPCs to set to be sensed as Avatars {true false} default: true + ; AllowSenseAsAvatar = true + + ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true + ;; allow NPCs to created cloning any avatar in region {true false} default: true + ; AllowCloneOtherAvatars = true + + ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true + ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true + ; NoNPCGroup = true + [Terrain] ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island ; InitialTerrain = "pinhead-island" +[LandManagement] + ;; set this to false to not display parcel ban lines + ;ShowParcelBansLines = true [UserProfiles] ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {} @@ -1123,6 +1179,11 @@ ;; If un-set / "" the module is disabled ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort} + ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true + ;; set this to false to prevent your users to be sent to unknown + ;; web sites by other users on their profiles + ; AllowUserProfileWebURLs = true + [XBakes] ;# {URL} {} {Set URL for Baked texture service} {} ;; Sets the URL for the baked texture ROBUST service. @@ -1142,11 +1203,11 @@ ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim, ;; uncomment Include-Architecture = "config-include/Standalone.ini" - ;; + ;; ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/ ;; that the referenced .ini file goes on to include. ;; - ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy + ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before ;; editing it to set the database and backend services that OpenSim will use. ;; -- cgit v1.1