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authorTeravus Ovares2008-05-16 20:16:33 +0000
committerTeravus Ovares2008-05-16 20:16:33 +0000
commit00a1f0bab0d764017677672c19d4509c1af3e622 (patch)
tree7faeea9a37a86ae2395f3d87625ca255a1c0bf25 /bin/OpenSim.ini.example
parentprime the wearables structure, which should fix the exception (diff)
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* This finishes the ODE options section of the OpenSim.ini.example. I've added 44 configurable options!
* This includes if you want to mesh sculpties and the Level of detail on the sculptie meshing for non physical and a separate LOD on physical sculpties. * The options range from gravity.. to avatar movement speed, to friction management.. to object density.. to update throttling.
Diffstat (limited to 'bin/OpenSim.ini.example')
-rw-r--r--bin/OpenSim.ini.example34
1 files changed, 34 insertions, 0 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 43bf251..f264248 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -242,6 +242,40 @@ av_movement_divisor_walk = 1.3
242; speed of movement with Always Run on 242; speed of movement with Always Run on
243av_movement_divisor_run = 0.8 243av_movement_divisor_run = 0.8
244 244
245; # Object options
246; used in the mass calculation.
247geometry_default_density = 10.000006836
248
249; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
250body_frames_auto_disable = 20
251
252; used to control llMove2Target
253body_pid_derivative = 35
254body_pid_gain = 25
255
256; amount of time a geom/body will try to cross a region border before it gets disabled
257geom_crossing_faiures_before_outofbounds = 5
258
259; start throttling the object updates if object comes in contact with 3 or more other objects
260geom_contactpoints_start_throttling = 3
261
262; send 1 update for every x updates below when throttled
263geom_updates_before_throttled_update = 15
264
265; Used for llSetStatus. How rigid the object rotation is held on the axis specified
266body_motor_joint_maxforce_tensor_linux = 2
267body_motor_joint_maxforce_tensor_win = 5
268
269; # Sculpted Prim settings
270
271; Do we want to mesh sculpted prim to collide like they look?
272mesh_sculpted_prim = true
273
274; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
275mesh_lod = 32
276
277; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
278mesh_physical_lod = 16
245 279
246[RemoteAdmin] 280[RemoteAdmin]
247enabled = false 281enabled = false