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author | Diva Canto | 2013-07-06 15:18:29 -0700 |
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committer | Diva Canto | 2013-07-06 15:18:29 -0700 |
commit | 93fd5e4036107573429464dd0c3794dff756f190 (patch) | |
tree | 1c2346f6f6e6183a392c6a1f2c399175910ec98b /bin/OpenSimDefaults.ini | |
parent | Simina activity detector was too eager. Disabled it in case simian is not bei... (diff) | |
parent | Add implementations for llSetVelocity and llSetAngularVelocity. (diff) | |
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'bin/OpenSimDefaults.ini')
-rw-r--r-- | bin/OpenSimDefaults.ini | 56 |
1 files changed, 37 insertions, 19 deletions
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 4a89fe2..4a3104e 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini | |||
@@ -919,54 +919,72 @@ | |||
919 | ; ## Joint support | 919 | ; ## Joint support |
920 | ; ## | 920 | ; ## |
921 | 921 | ||
922 | ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. | 922 | ; If you would like physics joints to be enabled through a special naming |
923 | ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) | 923 | ; convention in the client, set this to true. |
924 | ; default is false | 924 | ; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) |
925 | ; Default is false | ||
925 | ;use_NINJA_physics_joints = true | 926 | ;use_NINJA_physics_joints = true |
926 | 927 | ||
927 | ; ## | 928 | ; ## |
928 | ; ## additional meshing options | 929 | ; ## additional meshing options |
929 | ; ## | 930 | ; ## |
930 | 931 | ||
931 | ; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and | 932 | ; Physical collision mesh proxies are normally created for complex prim shapes, |
932 | ; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to | 933 | ; and collisions for simple boxes and spheres are computed algorithmically. |
933 | ; true. Note that this will increase memory usage and region startup time. Default is false. | 934 | ; If you would rather have mesh proxies for simple prims, you can set this to |
935 | ; true. Note that this will increase memory usage and region startup time. | ||
936 | ; Default is false. | ||
934 | ;force_simple_prim_meshing = true | 937 | ;force_simple_prim_meshing = true |
935 | 938 | ||
936 | [BulletSim] | 939 | [BulletSim] |
937 | ; All the BulletSim parameters can be displayed with the console command "physics get all" | 940 | ; All the BulletSim parameters can be displayed with the console command |
938 | ; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. | 941 | ; "physics get all" and all are defined in the source file |
942 | ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. | ||
939 | 943 | ||
940 | ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll | 944 | ; There are two bullet physics libraries, bulletunmanaged is the default and is a |
941 | ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster. | 945 | ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality |
946 | ; but the c++ one is much faster. | ||
942 | BulletEngine = "bulletunmanaged" | 947 | BulletEngine = "bulletunmanaged" |
943 | ; BulletEngine = "bulletxna" | 948 | ; BulletEngine = "bulletxna" |
944 | 949 | ||
945 | ; Terrain Implementation | 950 | ; BulletSim can run on its own thread independent of the simulator's heartbeat |
946 | TerrainImplementation = 1 ; 0=Heightfield, 1=mesh | 951 | ; thread. Enabling this will nto let the physics engine slow down avatar movement, etc. |
947 | ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2' | 952 | UseSeparatePhysicsThread = false |
948 | ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory. | 953 | |
954 | ; Terrain implementation can use either Bullet's heightField or BulletSim can build | ||
955 | ; a mesh. 0=heightField, 1=mesh | ||
956 | TerrainImplementation = 1 | ||
957 | ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield | ||
958 | ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher | ||
959 | ; magnification uses lots of memory. | ||
949 | TerrainMeshMagnification = 2 | 960 | TerrainMeshMagnification = 2 |
950 | 961 | ||
951 | ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height | 962 | ; Avatar physics height adjustments. |
963 | ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height | ||
952 | AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range | 964 | AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range |
953 | AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range | 965 | AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range |
954 | AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range | 966 | AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range |
955 | 967 | ||
956 | ; Default linkset implmentation | 968 | ; Default linkset implmentation |
957 | ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound | 969 | ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' |
958 | ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time. | 970 | ; builds a compound shape from the children shapes to create a single physical |
971 | ; shape. 'Compound' uses a lot less CPU time. | ||
959 | LinkImplementation = 1 ; 0=constraint, 1=compound | 972 | LinkImplementation = 1 ; 0=constraint, 1=compound |
960 | 973 | ||
974 | ; If 'true', offset a linkset's origin based on mass of linkset parts. | ||
975 | LinksetOffsetCenterOfMass = false | ||
976 | |||
961 | ; If 'true', turn scuplties into meshes | 977 | ; If 'true', turn scuplties into meshes |
962 | MeshSculptedPrim = true | 978 | MeshSculptedPrim = true |
963 | 979 | ||
964 | ; If 'true', force simple prims (box and sphere) to be meshed | 980 | ; If 'true', force simple prims (box and sphere) to be meshed |
965 | ; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres | 981 | ; If 'false', the Bullet native special case shape is used for square rectangles |
982 | ; and even dimensioned spheres. | ||
966 | ForceSimplePrimMeshing = false | 983 | ForceSimplePrimMeshing = false |
967 | 984 | ||
968 | ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. | 985 | ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. |
969 | ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through. | 986 | ; Happens often in sculpties. If turned off, there will be some doorways |
987 | ; that cannot be walked through. | ||
970 | ShouldRemoveZeroWidthTriangles = true | 988 | ShouldRemoveZeroWidthTriangles = true |
971 | 989 | ||
972 | ; If 'true', use convex hull definition in mesh asset if present. | 990 | ; If 'true', use convex hull definition in mesh asset if present. |