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authorBlueWall2012-07-08 13:02:02 -0400
committerBlueWall2012-07-08 13:03:37 -0400
commit57094bd0177e656ce1ed08df87b19657a6043c68 (patch)
tree0408d6f4aae5a6704a1cef089cad111dc05e59be /bin/OpenSim.ini.example
parentminor: rearrange INITIALIZATION COMPLETE log message so that it's clear init ... (diff)
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Add more automation keys to OpenSim.ini.example
Diffstat (limited to 'bin/OpenSim.ini.example')
-rw-r--r--bin/OpenSim.ini.example40
1 files changed, 34 insertions, 6 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index c07e1ab..ce571ee 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -61,17 +61,20 @@
61 ;; Place to create a PID file 61 ;; Place to create a PID file
62 ; PIDFile = "/tmp/my.pid" 62 ; PIDFile = "/tmp/my.pid"
63 63
64 ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
64 ;; Determine where OpenSimulator looks for the files which tell it 65 ;; Determine where OpenSimulator looks for the files which tell it
65 ;; which regions to server 66 ;; which regions to server
66 ;; Default is "filesystem" 67 ;; Default is "filesystem"
67 ; region_info_source = "filesystem" 68 ; region_info_source = "filesystem"
68 ; region_info_source = "web" 69 ; region_info_source = "web"
69 70
71 ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
70 ;; Determines where the region XML files are stored if you are loading 72 ;; Determines where the region XML files are stored if you are loading
71 ;; these from the filesystem. 73 ;; these from the filesystem.
72 ;; Defaults to bin/Regions in your OpenSimulator installation directory 74 ;; Defaults to bin/Regions in your OpenSimulator installation directory
73 ; regionload_regionsdir="C:\somewhere\xmlfiles\" 75 ; regionload_regionsdir="C:\somewhere\xmlfiles\"
74 76
77 ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
75 ;; Determines the page from which regions xml is retrieved if you are 78 ;; Determines the page from which regions xml is retrieved if you are
76 ;; loading these from the web. 79 ;; loading these from the web.
77 ;; The XML here has the same format as it does on the filesystem 80 ;; The XML here has the same format as it does on the filesystem
@@ -92,6 +95,7 @@
92 ;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file. 95 ;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
93 ; PhysicalPrimMax = 10 96 ; PhysicalPrimMax = 10
94 97
98 ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
95 ;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum 99 ;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
96 ;; This can be overriden in the region config file. 100 ;; This can be overriden in the region config file.
97 ; ClampPrimSize = false 101 ; ClampPrimSize = false
@@ -117,6 +121,7 @@
117 ;; This will likely break them 121 ;; This will likely break them
118 ; CombineContiguousRegions = false 122 ; CombineContiguousRegions = false
119 123
124 ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
120 ;; If you have only one region in an instance, or to avoid the many bugs 125 ;; If you have only one region in an instance, or to avoid the many bugs
121 ;; that you can trigger in modules by restarting a region, set this to 126 ;; that you can trigger in modules by restarting a region, set this to
122 ;; true to make the entire instance exit instead of restarting the region. 127 ;; true to make the entire instance exit instead of restarting the region.
@@ -131,14 +136,17 @@
131 ;; If both of these values are set to zero then persistence of all changed 136 ;; If both of these values are set to zero then persistence of all changed
132 ;; objects will happen on every sweep. 137 ;; objects will happen on every sweep.
133 138
139 ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
134 ;; Objects will be considered for persistance in the next sweep when they 140 ;; Objects will be considered for persistance in the next sweep when they
135 ;; have not changed for this number of seconds. 141 ;; have not changed for this number of seconds.
136 ; MinimumTimeBeforePersistenceConsidered = 60 142 ; MinimumTimeBeforePersistenceConsidered = 60
137 143
144 ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
138 ;; Objects will always be considered for persistance in the next sweep 145 ;; Objects will always be considered for persistance in the next sweep
139 ;; if the first change occurred this number of seconds ago. 146 ;; if the first change occurred this number of seconds ago.
140 ; MaximumTimeBeforePersistenceConsidered = 600 147 ; MaximumTimeBeforePersistenceConsidered = 600
141 148
149 ;# {see_into_this_sim_from_neighbor} {} {Should avatars in neighbor sims see objects in this sim?} {true false} true
142 ;; Should avatars in neighbor sims see objects in this sim? 150 ;; Should avatars in neighbor sims see objects in this sim?
143 ; see_into_this_sim_from_neighbor = true 151 ; see_into_this_sim_from_neighbor = true
144 152
@@ -153,6 +161,7 @@
153 ;; Note that only the ODE physics engine currently deals with meshed 161 ;; Note that only the ODE physics engine currently deals with meshed
154 ;; prims in a satisfactory way. 162 ;; prims in a satisfactory way.
155 163
164 ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
156 ;; ZeroMesher is faster but leaves the physics engine to model the mesh 165 ;; ZeroMesher is faster but leaves the physics engine to model the mesh
157 ;; using the basic shapes that it supports. 166 ;; using the basic shapes that it supports.
158 ;; Usually this is only a box. 167 ;; Usually this is only a box.
@@ -161,6 +170,7 @@
161 ; meshing = ZeroMesher 170 ; meshing = ZeroMesher
162 171
163 ;; Choose one of the physics engines below 172 ;; Choose one of the physics engines below
173 ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
164 ;; OpenDynamicsEngine is by some distance the most developed physics engine 174 ;; OpenDynamicsEngine is by some distance the most developed physics engine
165 ;; BulletSim is incomplete and experimental but in active development 175 ;; BulletSim is incomplete and experimental but in active development
166 ;; basicphysics effectively does not model physics at all, making all objects phantom 176 ;; basicphysics effectively does not model physics at all, making all objects phantom
@@ -184,38 +194,52 @@
184 ;; If set to true, then all permissions checks are carried out 194 ;; If set to true, then all permissions checks are carried out
185 ; serverside_object_permissions = true 195 ; serverside_object_permissions = true
186 196
197 ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
187 ;; This allows users with a UserLevel of 200 or more to assume god 198 ;; This allows users with a UserLevel of 200 or more to assume god
188 ;; powers in the regions in this simulator. 199 ;; powers in the regions in this simulator.
189 ; allow_grid_gods = false 200 ; allow_grid_gods = false
190 201
191 ;; This allows some control over permissions 202 ;; This allows some control over permissions
192 ;; please note that this still doesn't duplicate SL, and is not intended to 203 ;; please note that this still doesn't duplicate SL, and is not intended to
204 ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
205 ;; Allow region owners to assume god powers in their regions
193 ; region_owner_is_god = true 206 ; region_owner_is_god = true
207
208 ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
209 ;; Allow region managers to assume god powers in regions they manage
194 ; region_manager_is_god = false 210 ; region_manager_is_god = false
211
212 ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
213 ;; Allow parcel owners to assume god powers in their parcels
195 ; parcel_owner_is_god = true 214 ; parcel_owner_is_god = true
196 215
216 ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
197 ;; More control over permissions 217 ;; More control over permissions
198 ;; This is definitely not SL! 218 ;; This is definitely not SL!
199 ; Provides a simple control for land owners to give build rights to specific avatars 219 ;; Provides a simple control for land owners to give build rights to specific avatars
200 ; in publicly accessible parcels that disallow object creation in general. 220 ;; in publicly accessible parcels that disallow object creation in general.
201 ; Owners specific avatars by adding them to the Access List of the parcel 221 ;; Owners specific avatars by adding them to the Access List of the parcel
202 ; without having to use the Groups feature 222 ;; without having to use the Groups feature
203 ; simple_build_permissions = false 223 ; simple_build_permissions = false
204 224
205 225
226 ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
206 ;; Default script engine to use. Currently, we only have XEngine 227 ;; Default script engine to use. Currently, we only have XEngine
207 ; DefaultScriptEngine = "XEngine" 228 ; DefaultScriptEngine = "XEngine"
208 229
230 ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
209 ;; Map tile options. You can choose to generate no map tiles at all, 231 ;; Map tile options. You can choose to generate no map tiles at all,
210 ;; generate normal maptiles, or nominate an uploaded texture to 232 ;; generate normal maptiles, or nominate an uploaded texture to
211 ;; be the map tile 233 ;; be the map tile
212 ; GenerateMaptiles = true 234 ; GenerateMaptiles = true
213 235
236 ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
214 ;; If desired, a running region can update the map tiles periodically 237 ;; If desired, a running region can update the map tiles periodically
215 ;; to reflect building activity. This names no sense of you don't have 238 ;; to reflect building activity. This names no sense of you don't have
216 ;; prims on maptiles. Value is in seconds. 239 ;; prims on maptiles. Value is in seconds.
217 ; MaptileRefresh = 0 240 ; MaptileRefresh = 0
218 241
242 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
219 ;; If not generating maptiles, use this static texture asset ID 243 ;; If not generating maptiles, use this static texture asset ID
220 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000" 244 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
221 245
@@ -228,9 +252,11 @@
228 ;; got a large number of objects, so you can turn it off here if you'd like. 252 ;; got a large number of objects, so you can turn it off here if you'd like.
229 ; DrawPrimOnMapTile = true 253 ; DrawPrimOnMapTile = true
230 254
255 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
231 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required 256 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required
232 ; HttpProxy = "http://proxy.com:8080" 257 ; HttpProxy = "http://proxy.com:8080"
233 258
259 ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
234 ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a list of regular expressions for URLs that you don't want to go through the proxy 260 ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a list of regular expressions for URLs that you don't want to go through the proxy
235 ;; For example, servers inside your firewall. 261 ;; For example, servers inside your firewall.
236 ;; Separate patterns with a ';' 262 ;; Separate patterns with a ';'
@@ -254,7 +280,8 @@
254 ;; default is false 280 ;; default is false
255 ; TelehubAllowLandmark = false 281 ; TelehubAllowLandmark = false
256 282
257 ;# Comma separated list of viewers which may gain access to the regions. 283 ;# {AllowedViewerList} {} {Comma separated list of allowed viewers} {}
284 ;; Comma separated list of viewers which may gain access to the regions.
258 ;; One can use a Substring of the viewer name to enable only certain subversions 285 ;; One can use a Substring of the viewer name to enable only certain subversions
259 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0" 286 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
260 ;; - "Imprudence" has access 287 ;; - "Imprudence" has access
@@ -262,6 +289,7 @@
262 ;; - "Imprudence 1.3.1" has no access 289 ;; - "Imprudence 1.3.1" has no access
263 ;; AllowedViewerList = 290 ;; AllowedViewerList =
264 291
292 ;# {BannedViewerList} {} {Comma separated list of banned viewers} {}
265 ;# Comma separated list of viewers which may not gain access to the regions. 293 ;# Comma separated list of viewers which may not gain access to the regions.
266 ;; One can use a Substring of the viewer name to disable only certain subversions 294 ;; One can use a Substring of the viewer name to disable only certain subversions
267 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0" 295 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"