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authorMelanie2013-02-26 13:34:20 +0000
committerMelanie2013-02-26 13:34:20 +0000
commit54ee95dd8e6649723d92ac893e1699d34822cd80 (patch)
treed1d15e17c0a04bef247bfe8e6e0cffd3f8460ff1 /bin/OpenSim.ini.example
parentMake sure state machine is reset if crossing is aborted (diff)
parentBulletSim: tweeks to make avatar jump work better. (diff)
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Merge branch 'master' into careminster
Diffstat (limited to 'bin/OpenSim.ini.example')
-rw-r--r--bin/OpenSim.ini.example55
1 files changed, 29 insertions, 26 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index b55ba0d..cf8b3e1 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -264,32 +264,6 @@
264 ;; Default script engine to use. Currently, we only have XEngine 264 ;; Default script engine to use. Currently, we only have XEngine
265 ; DefaultScriptEngine = "XEngine" 265 ; DefaultScriptEngine = "XEngine"
266 266
267 ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
268 ;; Map tile options. You can choose to generate normal maptiles or nominate an uploaded texture to
269 ;; be the map tile using the MaptileStaticUUID parameter in this section or for individual regions in
270 ;; the regions config file(s). If you do not want to upload map tiles at all, then you will need
271 ;; to disable the MapImageServiceModule entirely.
272 ; GenerateMaptiles = true
273
274 ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
275 ;; If desired, a running region can update the map tiles periodically
276 ;; to reflect building activity. This names no sense of you don't have
277 ;; prims on maptiles. Value is in seconds.
278 ; MaptileRefresh = 0
279
280 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
281 ;; If not generating maptiles, use this static texture asset ID
282 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
283
284 ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
285 ;; Use terrain texture for maptiles if true, use shaded green if false
286 ; TextureOnMapTile = true
287
288 ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
289 ;; Draw objects on maptile. This step might take a long time if you've
290 ;; got a large number of objects, so you can turn it off here if you'd like.
291 ; DrawPrimOnMapTile = true
292
293 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080 267 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
294 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if 268 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
295 ;; required 269 ;; required
@@ -358,6 +332,35 @@
358 ;; This is a default that can be overwritten in some sections. 332 ;; This is a default that can be overwritten in some sections.
359 ; GatekeeperURI = "http://127.0.0.1:9000" 333 ; GatekeeperURI = "http://127.0.0.1:9000"
360 334
335
336[Map]
337 ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
338 ;; Map tile options. You can choose to generate normal maptiles or nominate an uploaded texture to
339 ;; be the map tile using the MaptileStaticUUID parameter in this section or for individual regions in
340 ;; the regions config file(s). If you do not want to upload map tiles at all, then you will need
341 ;; to disable the MapImageServiceModule entirely.
342 ; GenerateMaptiles = true
343
344 ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
345 ;; If desired, a running region can update the map tiles periodically
346 ;; to reflect building activity. This names no sense of you don't have
347 ;; prims on maptiles. Value is in seconds.
348 ; MaptileRefresh = 0
349
350 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
351 ;; If not generating maptiles, use this static texture asset ID
352 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
353
354 ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
355 ;; Use terrain texture for maptiles if true, use shaded green if false
356 ; TextureOnMapTile = true
357
358 ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
359 ;; Draw objects on maptile. This step might take a long time if you've
360 ;; got a large number of objects, so you can turn it off here if you'd like.
361 ; DrawPrimOnMapTile = true
362
363
361[Estates] 364[Estates]
362 ; If these values are commented out then the user will be asked for estate details when required (this is the normal case). 365 ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
363 ; If these values are uncommented then they will be used to create a default estate as necessary. 366 ; If these values are uncommented then they will be used to create a default estate as necessary.