diff options
Diffstat (limited to '')
-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 3a961d6..f28dd3e 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini | |||
@@ -915,54 +915,72 @@ | |||
915 | ; ## Joint support | 915 | ; ## Joint support |
916 | ; ## | 916 | ; ## |
917 | 917 | ||
918 | ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. | 918 | ; If you would like physics joints to be enabled through a special naming |
919 | ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) | 919 | ; convention in the client, set this to true. |
920 | ; default is false | 920 | ; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) |
921 | ; Default is false | ||
921 | ;use_NINJA_physics_joints = true | 922 | ;use_NINJA_physics_joints = true |
922 | 923 | ||
923 | ; ## | 924 | ; ## |
924 | ; ## additional meshing options | 925 | ; ## additional meshing options |
925 | ; ## | 926 | ; ## |
926 | 927 | ||
927 | ; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and | 928 | ; Physical collision mesh proxies are normally created for complex prim shapes, |
928 | ; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to | 929 | ; and collisions for simple boxes and spheres are computed algorithmically. |
929 | ; true. Note that this will increase memory usage and region startup time. Default is false. | 930 | ; If you would rather have mesh proxies for simple prims, you can set this to |
931 | ; true. Note that this will increase memory usage and region startup time. | ||
932 | ; Default is false. | ||
930 | ;force_simple_prim_meshing = true | 933 | ;force_simple_prim_meshing = true |
931 | 934 | ||
932 | [BulletSim] | 935 | [BulletSim] |
933 | ; All the BulletSim parameters can be displayed with the console command "physics get all" | 936 | ; All the BulletSim parameters can be displayed with the console command |
934 | ; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. | 937 | ; "physics get all" and all are defined in the source file |
938 | ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. | ||
935 | 939 | ||
936 | ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll | 940 | ; There are two bullet physics libraries, bulletunmanaged is the default and is a |
937 | ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster. | 941 | ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality |
942 | ; but the c++ one is much faster. | ||
938 | BulletEngine = "bulletunmanaged" | 943 | BulletEngine = "bulletunmanaged" |
939 | ; BulletEngine = "bulletxna" | 944 | ; BulletEngine = "bulletxna" |
940 | 945 | ||
941 | ; Terrain Implementation | 946 | ; BulletSim can run on its own thread independent of the simulator's heartbeat |
942 | TerrainImplementation = 1 ; 0=Heightfield, 1=mesh | 947 | ; thread. Enabling this will nto let the physics engine slow down avatar movement, etc. |
943 | ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2' | 948 | UseSeparatePhysicsThread = false |
944 | ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory. | 949 | |
950 | ; Terrain implementation can use either Bullet's heightField or BulletSim can build | ||
951 | ; a mesh. 0=heightField, 1=mesh | ||
952 | TerrainImplementation = 1 | ||
953 | ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield | ||
954 | ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher | ||
955 | ; magnification uses lots of memory. | ||
945 | TerrainMeshMagnification = 2 | 956 | TerrainMeshMagnification = 2 |
946 | 957 | ||
947 | ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height | 958 | ; Avatar physics height adjustments. |
959 | ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height | ||
948 | AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range | 960 | AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range |
949 | AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range | 961 | AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range |
950 | AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range | 962 | AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range |
951 | 963 | ||
952 | ; Default linkset implmentation | 964 | ; Default linkset implmentation |
953 | ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound | 965 | ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' |
954 | ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time. | 966 | ; builds a compound shape from the children shapes to create a single physical |
967 | ; shape. 'Compound' uses a lot less CPU time. | ||
955 | LinkImplementation = 1 ; 0=constraint, 1=compound | 968 | LinkImplementation = 1 ; 0=constraint, 1=compound |
956 | 969 | ||
970 | ; If 'true', offset a linkset's origin based on mass of linkset parts. | ||
971 | LinksetOffsetCenterOfMass = false | ||
972 | |||
957 | ; If 'true', turn scuplties into meshes | 973 | ; If 'true', turn scuplties into meshes |
958 | MeshSculptedPrim = true | 974 | MeshSculptedPrim = true |
959 | 975 | ||
960 | ; If 'true', force simple prims (box and sphere) to be meshed | 976 | ; If 'true', force simple prims (box and sphere) to be meshed |
961 | ; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres | 977 | ; If 'false', the Bullet native special case shape is used for square rectangles |
978 | ; and even dimensioned spheres. | ||
962 | ForceSimplePrimMeshing = false | 979 | ForceSimplePrimMeshing = false |
963 | 980 | ||
964 | ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. | 981 | ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. |
965 | ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through. | 982 | ; Happens often in sculpties. If turned off, there will be some doorways |
983 | ; that cannot be walked through. | ||
966 | ShouldRemoveZeroWidthTriangles = true | 984 | ShouldRemoveZeroWidthTriangles = true |
967 | 985 | ||
968 | ; If 'true', use convex hull definition in mesh asset if present. | 986 | ; If 'true', use convex hull definition in mesh asset if present. |