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authorRobert Adams2013-05-30 09:19:42 -0700
committerRobert Adams2013-05-30 19:16:29 -0700
commit3aa2fb99289162b4338b7550a39411bebd74d97b (patch)
tree6a3621dc59b2679ae1490005dd425a9dc86509fa
parentIf an exception occurs in the AsyncCommandManager loop, spit it out to log ra... (diff)
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BulletSim: remove unuseful BulletSim parameters from OpenSimDefaults.ini and
replace with things someone might actually want to tune (avatar height, ...).
-rw-r--r--bin/OpenSimDefaults.ini57
1 files changed, 25 insertions, 32 deletions
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 81843b1..6cdf146 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -921,56 +921,49 @@
921 ;force_simple_prim_meshing = true 921 ;force_simple_prim_meshing = true
922 922
923[BulletSim] 923[BulletSim]
924 ; World parameters 924 ; All the BulletSim parameters can be displayed with the console command "physics get all"
925 ; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
925 926
926 ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll 927 ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll
927 ; bulletxna is a managed C# dll. They have comparible functionality.. the c++ is much faster. 928 ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster.
928
929 BulletEngine = "bulletunmanaged" 929 BulletEngine = "bulletunmanaged"
930 ; BulletEngine = "bulletxna" 930 ; BulletEngine = "bulletxna"
931 931
932 ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine, 932 ; Terrain Implementation
933 ; you will want to switch to the heightfield option 933 TerrainImplementation = 1 ; 0=Heightfield, 1=mesh
934 TerrainImplementation = 1 934 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2'
935 ; TerrainImplementation = 0 935 ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory.
936 936 TerrainMeshMagnification = 2
937 Gravity = -9.80665
938
939 TerrainFriction = 0.30
940 TerrainHitFraction = 0.8
941 TerrainRestitution = 0
942 TerrainCollisionMargin = 0.04
943 937
944 AvatarFriction = 0.2 938 ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
945 AvatarStandingFriction = 0.95 939 AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range
946 AvatarRestitution = 0.0 940 AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range
947 AvatarDensity = 3.5 941 AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range
948 AvatarCapsuleWidth = 0.6
949 AvatarCapsuleDepth = 0.45
950 AvatarCapsuleHeight = 1.5
951 AvatarContactProcessingThreshold = 0.1
952 942
953 MaxObjectMass = 10000.01 943 ; Default linkset implmentation
954 944 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound
955 CollisionMargin = 0.04 945 ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time.
956
957 ; Linkset implmentation
958 LinkImplementation = 1 ; 0=constraint, 1=compound 946 LinkImplementation = 1 ; 0=constraint, 1=compound
959 947
960 ; Whether to mesh sculpties 948 ; If 'true', turn scuplties into meshes
961 MeshSculptedPrim = true 949 MeshSculptedPrim = true
962 950
963 ; If 'true', force simple prims (box and sphere) to be meshed 951 ; If 'true', force simple prims (box and sphere) to be meshed
952 ; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres
964 ForceSimplePrimMeshing = false 953 ForceSimplePrimMeshing = false
965 954
966 ; Bullet step parameters 955 ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
967 MaxSubSteps = 10 956 ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through.
968 FixedTimeStep = .01667 957 ShouldRemoveZeroWidthTriangles = true
958
959 ; If 'true', use convex hull definition in mesh asset if present.
960 ShouldUseAssetHulls = true
969 961
962 ; If there are thousands of physical objects, these maximums should be increased.
970 MaxCollisionsPerFrame = 2048 963 MaxCollisionsPerFrame = 2048
971 MaxUpdatesPerFrame = 8192 964 MaxUpdatesPerFrame = 8192
972 965
973 ; Detailed physics debug logging 966 ; Detailed physics debug logging. Very verbose.
974 PhysicsLoggingEnabled = False 967 PhysicsLoggingEnabled = False
975 PhysicsLoggingDir = "." 968 PhysicsLoggingDir = "."
976 VehicleLoggingEnabled = False 969 VehicleLoggingEnabled = False