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authorMelanie2011-02-12 00:42:10 +0000
committerMelanie2011-02-12 00:42:10 +0000
commite2762a68b36ee0568fba15d4d42432ffe9be91bd (patch)
treea3b630ab92f8abe4ecfda606a6492c875d6b47c3 /bin/OpenSim.ini.example
parentMerge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/ca... (diff)
parentrefactor: split out estate management commands into separate class (diff)
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Merge branch 'master' into careminster-presence-refactor
Diffstat (limited to 'bin/OpenSim.ini.example')
-rw-r--r--bin/OpenSim.ini.example3
1 files changed, 3 insertions, 0 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 7245bee..5bac56e 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -306,6 +306,9 @@
306[ODEPhysicsSettings] 306[ODEPhysicsSettings]
307 ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true 307 ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
308 ;; Do we want to mesh sculpted prim to collide like they look? 308 ;; Do we want to mesh sculpted prim to collide like they look?
309 ;; If you are seeing sculpt texture decode problems
310 ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
311 ;; then you might want to try setting this to false.
309 ; mesh_sculpted_prim = true 312 ; mesh_sculpted_prim = true
310 313
311 ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false 314 ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false