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|
[Startup]
; ##
; ## SYSTEM
; ##
; Sets the method that OpenSim will use to fire asynchronous
; events. Valid values are UnsafeQueueUserWorkItem,
; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
;
; SmartThreadPool is reported to work well on Mono/Linux, but
; UnsafeQueueUserWorkItem has been benchmarked with better
; performance on .NET/Windows
;
; UnsafeQueueUserWorkItem refers to the fact that the code creating the event could elevate its security
; privileges. However, as calling code is trusted anyway this is safe (if you set
; TrustedBinaries = true in the [XEngine] section then you already have to trust that incoming code for other reasons).
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
; 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
; 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
; 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
; 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
; 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
; ##
; 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
;; select ubODEMeshmerizer only with ubOde physics engine
meshing = ubODEMeshmerizer
; 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
; 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
;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
physics = ubODE
; ##
; ## SCRIPT ENGINE
; ##
;; Default script engine to use. Currently, we only have XEngine
DefaultScriptEngine = "XEngine"
; Image decoding. Use CSJ2K for layer boundary decoding if true,
; OpenJPEG if false
; UseCSJ2K = true
[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 = "Warp3DCachedImageModule"
; 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 = 1
; Attempt to render meshes and sculpties on the map
RenderMeshes = true
;UseAntiAliasing = true
[Network]
; 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
[ClientStack.LindenUDP]
; The client socket receive buffer size determines how many
; incoming requests we can process; the default on .NET is 8192
; which is about 2 4k-sized UDP datagrams. On mono this is
; whatever the underlying operating system has as default; for
; example, ubuntu 8.04 or SLES11 have about 111k, which is about
; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
; do "sysctl net.core.rmem_default" to find out what your system
; uses a default socket receive buffer size.
;
; client_socket_rcvbuf_size allows you to specify the receive
; buffer size LLUDPServer should use. NOTE: this will be limited
; by the system's settings for the maximum client receive buffer
; size (on linux systems you can set that with "sysctl -w
; net.core.rmem_max=X")
;
;client_socket_rcvbuf_size = 8388608
; 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
;
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
; Configures how ObjectUpdates are aggregated. These numbers
; do not literally mean how many updates will be put in each
; packet that goes over the wire, as packets are
; automatically split on a 1400 byte boundary. These control
; the balance between responsiveness of interest list updates
; and total throughput. Higher numbers will ensure more full-
; sized packets and faster sending of data, but more delay in
; updating interest lists
;
;PrimUpdatesPerCallback = 100
; TextureSendLimit determines how many packets will be put on
; the 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
; CannibalizeTextureRate allows bandwidth to be moved from the
; UDP texture throttle to the task throttle. Since most viewers
; use HTTP textures, this provides a means of using what is largely
; unused bandwidth in the total throttle. The value is the proportion
; of the texture rate to move to the task queue. It must be between
; 0.0 (none of the bandwidth is cannibalized) and 0.9 (90% of the
; bandwidth is grabbed)
;
; CannibalizeTextureRate = 0.5
; 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
[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 the number of milliseconds that are slept per 100 prims rezzed in attachments
; Experimental setting to control CPU spiking when avatars with many attachments login/change outfit
; or when multiple avatars with medium level attachments login/change outfit simultaneously.
; If 0 then no throttling is performed.
ThrottlePer100PrimsRezzed = 0
[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
;##
; 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 = 0.1
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
; 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
; 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
; ##
; 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
; ##
; ## Sculpted Prim settings
; ##
; Do we want to mesh sculpted prim to collide like they look?
; 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
; 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]
; 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
; 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
[Sun]
; 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]
; 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
[Cloud]
; update interval for the cloud cover data returned by llCloud().
; default is 1000
cloud_update_rate = 1000
[Trees]
; 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
[LL-Functions]
; 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
; 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
[XEngine]
; 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 initial per-script memory overhead,
; but deleted scripts stay inactive using memory.
; Significantly improving script loading times.
; 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.
; 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, to simply life of less technical skilled users.
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
; Compile debug info (line numbers) into the script assemblies
CompileWithDebugInformation = true
; Interval (s) between background save of script states
SaveInterval = 120
; Interval (s) between maintenance runs (0 = disable)
MaintenanceInterval = 10
; 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
; 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
[Groups]
; 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
[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
; Valid values are BestAvatarResponsiveness, Time, Distance,
; SimpleAngularDistance, and FrontBack
UpdatePrioritizationScheme = BestAvatarResponsiveness
ReprioritizationEnabled = true
ReprioritizationInterval = 2000.0
RootReprioritizationDistance = 10.0
ChildReprioritizationDistance = 20.0
; TEST OPTION KEEP AS FALSE
; if true, don't send object updates if outside view range
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
[Statistics]
; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames
; to include in the averaging calculations
NumberOfFrames=10
[Terrain]
; 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
;; If you are using a simian grid frontend you can enable
;; this module to upload tile images for the mapping fn
;;
[SimianGridMaptiles]
RefreshTime = 3600
;;
;; These are defaults that are overwritten below in [Architecture].
;; These defaults allow OpenSim to work out of the box with
;; zero configuration
;;
[AssetService]
; Disable this to prevent the default asset set from being inserted into the
; asset store each time the region starts
AssetLoaderEnabled = true
[AutoBackupModule]
;; default is module is disabled at the top level
AutoBackupModuleEnabled = false
[ServiceThrottle]
;; Default time interval (in ms) for the throttle service thread to wake up
Interval = 5000
[Materials]
MaxMaterialsPerTransaction = 50
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