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authorTedd Hansen2008-02-02 04:35:08 +0000
committerTedd Hansen2008-02-02 04:35:08 +0000
commit7bd3ecfc2a98c978388768d259f0e6d479d76b85 (patch)
tree177a0d4875f8f8d71efdca9cc691c1e96795dc01 /bin
parentAdd last entry "owner_uuid" back into regions table definition. (diff)
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Bugfixes. Now it even reads configuration before it uses it! ;)
Diffstat (limited to 'bin')
-rw-r--r--bin/OpenSim.ini.example6
1 files changed, 3 insertions, 3 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 495f4ce..7b2198b 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -116,10 +116,10 @@ shout_distance = 100
116; ## 116; ##
117; These are region modules loaded into each region to provide script support 117; These are region modules loaded into each region to provide script support
118; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid. 118; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.
119; You can load multiple modules by separating them with ;. 119; You can load multiple modules by separating them with a coma.
120; 120;
121; Example: 121; Example:
122;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll;OpenSim.Region.ScriptEngine.RemoteServer.dll 122;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll,OpenSim.Region.ScriptEngine.RemoteServer.dll
123; 123;
124; This is the current and most stable ScriptEngine: 124; This is the current and most stable ScriptEngine:
125script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll 125script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
@@ -222,7 +222,7 @@ DefaultCompileLanguage=lsl
222 222
223; Specify what compilers are allowed to be used 223; Specify what compilers are allowed to be used
224; Valid languages are: lsl, cs and vb 224; Valid languages are: lsl, cs and vb
225AllowedCompilers=lsl;cs;vb 225AllowedCompilers=lsl,cs,vb
226 226
227; Compile scripts with debugging 227; Compile scripts with debugging
228; Probably a thousand times slower, but gives you a line number when something goes wrong. 228; Probably a thousand times slower, but gives you a line number when something goes wrong.