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-rw-r--r--[-rwxr-xr-x]bin/OpenSim.ini.example135
1 files changed, 117 insertions, 18 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 50366a6..9c68b65 100755..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 ';'
@@ -241,21 +267,67 @@
241 ;; server to send mail through. 267 ;; server to send mail through.
242 ; emailmodule = DefaultEmailModule 268 ; emailmodule = DefaultEmailModule
243 269
270 ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
271 ;; SpawnPointRouting adjusts the landing for incoming avatars.
272 ;; "closest" will place the avatar at the SpawnPoint located in the closest
273 ;; available spot to the destination (typically map click/landmark).
274 ;; "random" will place the avatar on a randomly selected spawnpoint;
275 ;; "sequence" will place the avatar on the next sequential SpawnPoint
276 ; SpawnPointRouting = closest
277
278 ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
279 ;; TelehubAllowLandmark allows users with landmarks to override telehub routing and land at the landmark coordinates when set to true
280 ;; default is false
281 ; TelehubAllowLandmark = false
282
283 ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
284 ;; Bar (|) separated list of viewers which may gain access to the regions.
285 ;; One can use a substring of the viewer name to enable only certain versions
286 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
287 ;; - "Imprudence" has access
288 ;; - "Imprudence 1.3" has access
289 ;; - "Imprudence 1.3.1" has no access
290 ; AllowedViewerList =
291
292 ;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
293 ;# Bar (|) separated list of viewers which may not gain access to the regions.
294 ;; One can use a Substring of the viewer name to disable only certain versions
295 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
296 ;; - "Imprudence" has no access
297 ;; - "Imprudence 1.3" has no access
298 ;; - "Imprudence 1.3.1" has access
299 ; BannedViewerList =
300
301
244[Estates] 302[Estates]
245 ; If these values are commented out then the user will be asked for estate details when required (this is the normal case). 303 ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
246 ; If these values are uncommented then they will be used to create a default estate as necessary. 304 ; If these values are uncommented then they will be used to create a default estate as necessary.
247 ; New regions will be automatically assigned to that default estate. 305 ; New regions will be automatically assigned to that default estate.
248 306
307 ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
308 ;; Name for the default estate
249 ; DefaultEstateName = My Estate 309 ; DefaultEstateName = My Estate
310
311 ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
312 ;; Name for default estate owner
250 ; DefaultEstateOwnerName = FirstName LastName 313 ; DefaultEstateOwnerName = FirstName LastName
251
252 ; The following parameters will only be used on a standalone system to create an estate owner that does not already exist
253 314
254 ; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random UUID will be assigned. 315
255 ; This is normally what you want 316 ; ** Standalone Estate Settings **
317 ; The following parameters will only be used on a standalone system to
318 ; create an estate owner that does not already exist
319
320 ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
321 ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
322 ;; UUID will be assigned. This is normally what you want
256 ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000 323 ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
257 324
325 ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
326 ;; Email address for the default estate owner
258 ; DefaultEstateOwnerEMail = owner@domain.com 327 ; DefaultEstateOwnerEMail = owner@domain.com
328
329 ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
330 ;; Password for the default estate owner
259 ; DefaultEstateOwnerPassword = password 331 ; DefaultEstateOwnerPassword = password
260 332
261 333
@@ -273,6 +345,12 @@
273 ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1 345 ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
274 ; host_domain_header_from = "127.0.0.1" 346 ; host_domain_header_from = "127.0.0.1"
275 347
348 ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
349 ; email_pause_time = 20
350
351 ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
352 ; email_max_size = 4096
353
276 ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1 354 ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
277 ; SMTP_SERVER_HOSTNAME = "127.0.0.1" 355 ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
278 356
@@ -285,12 +363,15 @@
285 ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {} 363 ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
286 ; SMTP_SERVER_PASSWORD = "" 364 ; SMTP_SERVER_PASSWORD = ""
287 365
288
289[Network] 366[Network]
367
368 ;# {ConsoleUser} {} {User name for console account} {}
290 ;; Configure the remote console user here. This will not actually be used 369 ;; Configure the remote console user here. This will not actually be used
291 ;; unless you use -console=rest at startup. 370 ;; unless you use -console=rest at startup.
292 ; ConsoleUser = "Test" 371 ; ConsoleUser = "Test"
372 ;# {ConsolePass} {} {Password for console account} {}
293 ; ConsolePass = "secret" 373 ; ConsolePass = "secret"
374 ;# {console_port} {} {Port for console connections} {} 0
294 ; console_port = 0 375 ; console_port = 0
295 376
296 ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000 377 ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
@@ -354,11 +435,14 @@
354 435
355 436
356[SimulatorFeatures] 437[SimulatorFeatures]
438
439 ;# {MapImageServerURI} {} {URL for the map server} {}
357 ; Experimental new information sent in SimulatorFeatures cap for Kokua viewers 440 ; Experimental new information sent in SimulatorFeatures cap for Kokua viewers
358 ; meant to override the MapImage and search server url given at login, and varying 441 ; meant to override the MapImage and search server url given at login, and varying
359 ; on a sim-basis. 442 ; on a sim-basis.
360 ; Viewers that don't understand it, will ignore it 443 ; Viewers that don't understand it, will ignore it
361 ;MapImageServerURI = "http://127.0.0.1:9000/" 444 ;MapImageServerURI = "http://127.0.0.1:9000/"
445 ;# {SearchServerURI} {} {URL of the search server} {}
362 ;SearchServerURI = "http://127.0.0.1:9000/" 446 ;SearchServerURI = "http://127.0.0.1:9000/"
363 447
364 448
@@ -552,6 +636,7 @@
552 636
553 637
554[Economy] 638[Economy]
639 ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
555 ; The default economy module only implements just enough to allow free actions (transfer of objects, etc). 640 ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
556 ; There is no intention to implement anything further in core OpenSimulator. 641 ; There is no intention to implement anything further in core OpenSimulator.
557 ; This functionality has to be provided by third party modules. 642 ; This functionality has to be provided by third party modules.
@@ -559,9 +644,11 @@
559 ;; Enables selling things for $0. Default is true. 644 ;; Enables selling things for $0. Default is true.
560 ; SellEnabled = true 645 ; SellEnabled = true
561 646
647 ;# {PriceUpload} {} {Price for uploading?} {} 0
562 ;; Money Unit fee to upload textures, animations etc. Default is 0. 648 ;; Money Unit fee to upload textures, animations etc. Default is 0.
563 ; PriceUpload = 0 649 ; PriceUpload = 0
564 650
651 ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
565 ;; Money Unit fee to create groups. Default is 0. 652 ;; Money Unit fee to create groups. Default is 0.
566 ; PriceGroupCreate = 0 653 ; PriceGroupCreate = 0
567 654
@@ -638,8 +725,11 @@
638 ; AllowLightShareFunctions = false 725 ; AllowLightShareFunctions = false
639 726
640 ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow 727 ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
641 ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, 728 ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
642 ;; VeryHigh, Severe 729 ;; See http://opensimulator.org/wiki/Threat_level for more information on these levels.
730 ;; We do not recommend that use set a general level above Low unless you have a high level of trust
731 ;; in all the users that can run scripts in your simulator. It is safer to explicitly
732 ;; allow certain types of user to run higher threat level OSSL functions, as detailed later on.
643 OSFunctionThreatLevel = VeryLow 733 OSFunctionThreatLevel = VeryLow
644 734
645 ; OS Functions enable/disable 735 ; OS Functions enable/disable
@@ -656,10 +746,10 @@
656 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb 746 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
657 747
658 ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are 748 ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
659 ; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel 749 ; - PARCEL_GROUP_MEMBER: allow if the object group is the same group as the parcel
660 ; - PARCEL_OWNER: allow if the objectowner is parcelowner 750 ; - PARCEL_OWNER: allow if the object owner is the parcel owner
661 ; - ESTATE_MANAGER: allow if the object owner is a estate manager 751 ; - ESTATE_MANAGER: allow if the object owner is an estate manager
662 ; - ESTATE_OWNER: allow if objectowner is estateowner 752 ; - ESTATE_OWNER: allow if the object owner is the estate owner
663 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ... 753 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
664 754
665 ; You can also use script creators as the uuid 755 ; You can also use script creators as the uuid
@@ -668,32 +758,41 @@
668 ; If both Allow_ and Creators_ are given, effective permissions 758 ; If both Allow_ and Creators_ are given, effective permissions
669 ; are the union of the two. 759 ; are the union of the two.
670 760
761 ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
671 ;; Time a script can spend in an event handler before it is interrupted 762 ;; Time a script can spend in an event handler before it is interrupted
672 ; EventLimit = 30 763 ; EventLimit = 30
673 764
765 ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
674 ;; If a script overruns it's event limit, kill the script? 766 ;; If a script overruns it's event limit, kill the script?
675 ; KillTimedOutScripts = false 767 ; KillTimedOutScripts = false
676 768
769 ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
677 ;; Sets the multiplier for the scripting delays 770 ;; Sets the multiplier for the scripting delays
678 ; ScriptDelayFactor = 1.0 771 ; ScriptDelayFactor = 1.0
679 772
680 ;; The factor the 10 m distances llimits are multiplied by 773 ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
774 ;; The factor the 10 m distances limits are multiplied by
681 ; ScriptDistanceLimitFactor = 1.0 775 ; ScriptDistanceLimitFactor = 1.0
682 776
777 ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
683 ;; Maximum length of notecard line read 778 ;; Maximum length of notecard line read
684 ;; Increasing this to large values potentially opens 779 ;; Increasing this to large values potentially opens
685 ;; up the system to malicious scripters 780 ;; up the system to malicious scripters
686 ; NotecardLineReadCharsMax = 255 781 ; NotecardLineReadCharsMax = 255
687 782
783 ;# {SensorMaxRange} {} {Sensor range} {} 96.0
688 ;; Sensor settings 784 ;; Sensor settings
689 ; SensorMaxRange = 96.0 785 ; SensorMaxRange = 96.0
786 ;# {SensorMaxResults} {} {Max sensor results returned?} {}
690 ; SensorMaxResults = 16 787 ; SensorMaxResults = 16
691 788
789 ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
692 ;; Disable underground movement of prims (default true); set to 790 ;; Disable underground movement of prims (default true); set to
693 ;; false to allow script controlled underground positioning of 791 ;; false to allow script controlled underground positioning of
694 ;; prims 792 ;; prims
695 ; DisableUndergroundMovement = true 793 ; DisableUndergroundMovement = true
696 794
795 ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
697 ;; Path to script engine assemblies 796 ;; Path to script engine assemblies
698 ;; Default is ./bin/ScriptEngines 797 ;; Default is ./bin/ScriptEngines
699 ; ScriptEnginesPath = "ScriptEngines" 798 ; ScriptEnginesPath = "ScriptEngines"
@@ -780,7 +879,7 @@
780 ;; groups service if the service is using these keys 879 ;; groups service if the service is using these keys
781 ; XmlRpcServiceReadKey = 1234 880 ; XmlRpcServiceReadKey = 1234
782 ; XmlRpcServiceWriteKey = 1234 881 ; XmlRpcServiceWriteKey = 1234
783 882
784[InterestManagement] 883[InterestManagement]
785 ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness 884 ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
786 ;; This section controls how state updates are prioritized for each client 885 ;; This section controls how state updates are prioritized for each client