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authorJustin Clark-Casey (justincc)2014-11-20 21:28:12 +0000
committerJustin Clark-Casey (justincc)2014-11-25 23:23:11 +0000
commit124be38f745b884fac5dbdb6ef963387235f6108 (patch)
treebe6cb021609e02330fb4477fd819522481066ae4 /bin/OpenSim.ini.example
parentFix compile error from previous 1d56029848e96016b5809f596619e32d0ebcc995 (diff)
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Add [BulletSim] option AvatarToAvatarCollisionsByDefault to control whether avatars collide. This is true by default.
This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene. So there is no provision yet for giving avatars different collision types. This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim This is equivalent to the av_av_collisions_off option in ODE.
Diffstat (limited to 'bin/OpenSim.ini.example')
-rw-r--r--bin/OpenSim.ini.example5
1 files changed, 5 insertions, 0 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 573180a..0374877 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -619,6 +619,11 @@
619 ; ForwardOfflineGroupMessages = true 619 ; ForwardOfflineGroupMessages = true
620 620
621 621
622[BulletSim]
623 ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
624 AvatarToAvatarCollisionsByDefault = true
625
626
622[ODEPhysicsSettings] 627[ODEPhysicsSettings]
623 ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true 628 ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
624 ;; Do we want to mesh sculpted prim to collide like they look? 629 ;; Do we want to mesh sculpted prim to collide like they look?