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1; This file contains defaults for various settings in OpenSimulator. These can be overriden
2; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
3
4[Startup]
5 ; Console prompt
6 ; Certain special characters can be used to customize the prompt
7 ; Currently, these are
8 ; \R - substitute region name
9 ; \\ - substtitue \
10 ConsolePrompt = "Region (\R) "
11
12 ; Console commands can be saved to a file, so the command history persists after a restart. (default is true)
13 ConsoleHistoryFileEnabled = true
14
15 ; Log file location. This can be set to a simple file path
16 ; LogFile = OpenSim.log
17
18 ; The history file can be just a filename (relative to OpenSim's bin/ directory
19 ; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
20 ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
21
22 ; How many lines of command history should we keep? (default is 100)
23 ConsoleHistoryFileLines = 100
24
25 ; Set this to true if you want to log crashes to disk
26 ; this can be useful when submitting bug reports.
27 ; However, this will only log crashes within OpenSimulator that cause the entire program to exit
28 ; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
29 ; You will need to capture these native stack traces by recording the session log itself.
30 save_crashes = false
31
32 ; Directory to save crashes to if above is enabled
33 ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
34 crash_dir = "crashes"
35
36 ; Place to create a PID file
37 ; PIDFile = "/tmp/OpenSim.exe.pid"
38
39 ; Console commands run at startup
40 startup_console_commands_file = "startup_commands.txt"
41
42 ; Console commands run on shutdown
43 shutdown_console_commands_file = "shutdown_commands.txt"
44
45 ; Console commands run every 20 minutes
46 ; timer_Script = "filename"
47
48 ; timer_Script time interval (default 20 min)
49 ; The time is 60 per minute
50 ; timer_Interval = 1200
51
52 ; ##
53 ; ## SYSTEM
54 ; ##
55
56 ; Sets the method that OpenSim will use to fire asynchronous
57 ; events. Valid values are UnsafeQueueUserWorkItem,
58 ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
59 ;
60 ; SmartThreadPool is reported to work well on Mono/Linux, but
61 ; UnsafeQueueUserWorkItem has been benchmarked with better
62 ; performance on .NET/Windows
63 ;
64 ; UnsafeQueueUserWorkItem refers to the fact that the code creating the event could elevate its security
65 ; privileges. However, as calling code is trusted anyway this is safe (if you set
66 ; TrustedBinaries = true in the [XEngine] section then you already have to trust that incoming code for other reasons).
67 async_call_method = SmartThreadPool
68
69 ; Max threads to allocate on the FireAndForget thread pool
70 ; when running with the SmartThreadPool option above
71 MaxPoolThreads = 300
72
73 ; Allow certain jobs to be run consecutively in a job engine rather than always concurrently.
74 ; This improves performance in regions with large numbers of connections (in the hundreds).
75 JobEngineEnabled = true
76
77 ; Plugin Registry Location
78 ; Set path to directory for plugin registry. Information about the
79 ; registered repositories and installed plugins will be stored here.
80 ; The OpenSim.exe process must have R/W access to the location.
81 RegistryLocation = "."
82
83 ; Used by region module addins. You can set this to outside bin, so that addin
84 ; configurations will survive updates. The OpenSim.exe process must have R/W access
85 ; to the location.
86 ConfigDirectory = "."
87
88 ; ##
89 ; ## CLIENTS
90 ; ##
91
92 ; Set this to the DLL containing the client stack to use.
93 clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
94
95 ; ##
96 ; ## REGIONS
97 ; ##
98
99 ; Determine where OpenSimulator looks for the files which tell it which regions to server
100 ; Defaults to "filesystem" if this setting isn't present
101 region_info_source = "filesystem"
102 ; region_info_source = "web"
103
104 ; Determines where the region XML files are stored if you are loading these from the filesystem.
105 ; Defaults to bin/Regions in your OpenSimulator installation directory
106 ; regionload_regionsdir="C:\somewhere\xmlfiles\"
107
108 ; Determines the page from which regions xml is retrieved if you are loading these from the web
109 ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
110 ; except that everything is also enclosed in a <Regions> tag.
111 ; regionload_webserver_url = "http://example.com/regions.xml";
112
113 ;; Allow the simulator to start up if there are no region configuration available
114 ;; from the selected region_info_source.
115 allow_regionless = false
116
117 ;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
118 see_into_region = true
119
120 ; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
121 ; Increasing this number will increase memory usage.
122 MaxPrimUndos = 20
123
124 ; Maximum size of non physical prims. Affects resizing of existing prims. This can be overridden in the region config file (as NonPhysicalPrimMax!).
125 NonPhysicalPrimMax = 256
126
127 ; Maximum size of physical prims. Affects resizing of existing prims. This can be overridden in the region config file.
128 PhysicalPrimMax = 64
129
130 ; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
131 ; This can be overridden in the region config file.
132 ClampPrimSize = false
133
134 ; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
135 ; This can be overridden in the region config file.
136 LinksetPrims = 0
137
138 ; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
139 ; This only applies when crossing to a region running in a different simulator.
140 ; For crossings where the regions are on the same simulator the script is always kept running.
141 AllowScriptCrossing = true
142
143 ; Allow compiled script binary code to cross region boundaries.
144 ; If you set this to "true", any region that can teleport to you can
145 ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
146 ; YOU HAVE BEEN WARNED!!!
147 TrustBinaries = false
148
149 ; Combine all contiguous regions into one large megaregion
150 ; Order your regions from South to North, West to East in your regions.ini and then set this to true
151 ; Warning! Don't use this with regions that have existing content!, This will likely break them
152 CombineContiguousRegions = false
153
154 ; Extend the region's draw distance; 255m is the default which includes
155 ; one neighbor on each side of the current region, 767m would go three
156 ; neighbors on each side for a total of 49 regions in view. Warning, unless
157 ; all the regions have the same drawdistance, you will end up with strange
158 ; effects because the agents that get closed may be inconsistent.
159 DefaultDrawDistance = 255.0
160
161 ; If you have only one region in an instance, or to avoid the many bugs
162 ; that you can trigger in modules by restarting a region, set this to
163 ; true to make the entire instance exit instead of restarting the region.
164 ; This is meant to be used on systems where some external system like
165 ; Monit will restart any instance that exits, thereby making the shutdown
166 ; into a restart.
167 InworldRestartShutsDown = false
168
169 ; The minimum proportion of a second that any particular frame can take to execute.
170 ; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames
171 ; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require
172 ; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill.
173 MinFrameTime = 0.089
174
175 ; Send scheduled updates to objects in the scene
176 ; This must be a whole number
177 UpdateObjectsEveryNFrames = 1;
178
179 ; Send position/velocity, etc. updates to agents in the scene
180 ; This must be a whole number
181 UpdateAgentsEveryNFrames = 1;
182
183 ; Apply pending forces from physics calculations to an entity.
184 ; This must be a whole number
185 UpdateEntityMovementEveryNFrames = 1;
186
187 ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
188 ; This must be a whole number
189 UpdateCoarseLocationsEveryNFrames = 50;
190
191 ; Update physics. Within each update physics also updates in a series of contigous mini-steps
192 ; This must be a whole number
193 UpdatePhysicsEveryNFrames = 1;
194
195 ; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
196 ; This must be a whole number
197 UpdateEventsEveryNFrames = 1;
198
199 ; Send terrain updates to viewers
200 ; This must be a whole number
201 UpdateTerrainEveryNFrames = 50;
202
203 ; Persitently store any objects which meet the PRIM STORAGE criteria
204 ; This must be a whole number
205 UpdateStorageEveryNFrames = 200;
206
207 ; Clean up temp on rez objects.
208 ; This must be a whole number
209 UpdateTempCleaningEveryNSeconds = 180;
210
211 ; ##
212 ; ## PRIM STORAGE
213 ; ##
214
215 ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
216 ; prevent frequently changing objects from heavily loading the region data store.
217 ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
218 ;
219 ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
220 MinimumTimeBeforePersistenceConsidered = 60
221 ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
222 MaximumTimeBeforePersistenceConsidered = 600
223
224 ; ##
225 ; ## PHYSICS
226 ; ##
227
228 ; If true then prims can be collided with by avatars, other prims, etc.
229 ; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
230 ; Also, no prims are subject to physics.
231 collidable_prim = true
232
233 ; If true then prims can be made subject to physics (gravity, pushing, etc.).
234 ; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
235 physical_prim = true
236
237 ; Select a mesher here.
238 ;
239 ; Meshmerizer properly handles complex prims by using triangle meshes.
240 ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
241 ;
242 ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
243 ; Usually this is only a box
244
245 meshing = Meshmerizer
246 ;meshing = ZeroMesher
247
248 ; Path to decoded sculpty maps
249 ; Defaults to "j2kDecodeCache
250 ;DecodedSculptMapPath = "j2kDecodeCache"
251
252 ; if you use Meshmerizer and want sculpt map collisions, setting this to
253 ; to true will store decoded sculpt maps in a special folder in your bin
254 ; folder, which can reduce startup times by reducing asset requests. Some
255 ; versions of mono dont work well when reading the cache files, so set this
256 ; to false if you have compatibility problems.
257 ;CacheSculptMaps = true
258
259 ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
260 ;; BulletSim supports varregions.
261 ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
262 ;; It continues to provide a workable physics implementation. It does not currently support varregions.
263 ;; basicphysics effectively does not model physics at all, making all objects phantom.
264 ;; Default is OpenDynamicsEngine
265 physics = BulletSim
266 ;physics = modified_BulletX
267 ;physics = OpenDynamicsEngine
268 ;physics = basicphysics
269 ;physics = POS
270
271 ; ##
272 ; ## SCRIPT ENGINE
273 ; ##
274
275 DefaultScriptEngine = "XEngine"
276
277 ; ##
278 ; ## EMAIL MODULE
279 ; ##
280
281 ;emailmodule = DefaultEmailModule
282
283 ; ##
284 ; ## ANIMATIONS
285 ; ##
286
287 ; If enabled, enableFlySlow will change the primary fly state to
288 ; FLYSLOW, and the "always run" state will be the regular fly.
289 enableflyslow = false
290
291 ; PreJump is an additional animation state, but it probably
292 ; won't look right until the physics engine supports it
293 ; (i.e delays takeoff for a moment)
294
295 ; Simulator statistics are output to the console periodically at debug level INFO.
296 ; Setting this to zero disables this output.
297 ; LogShowStatsSeconds = 3600
298
299 ; Simulator Stats URI
300 ; Enable JSON simulator data by setting a URI name (case sensitive)
301 ; Returns regular sim stats (SimFPS, ...)
302 Stats_URI = "jsonSimStats"
303
304 ; Simulator StatsManager URI
305 ; Enable fetch of StatsManager registered stats. Fetch is query which can optionally
306 ; specify category, container and stat to fetch. If not selected, returns all of that type.
307 ; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic
308 ; ManagedStatsRemoteFetchURI = "ManagedStats"
309
310 ; Make OpenSim start all regions woth logins disabled. They will need
311 ; to be enabled from the console if this is set
312 ; StartDisabled = false
313
314 ; Image decoding. Use CSJ2K for layer boundary decoding if true,
315 ; OpenJPEG if false
316 ; UseCSJ2K = true
317
318 ; Use "Trash" folder for items deleted from the scene
319 ; When set to True (the default) items deleted from the scene will be
320 ; stored in the user's trash or lost and found folder. When set to
321 ; False items will be removed from the scene permanently
322 UseTrashOnDelete = True
323
324 ; #
325 ; # Logging
326 ; #
327
328 ; Force logging when the thread pool approaches an overload condition
329 ; Provides useful data for post-mortem analysis even in a production
330 ; system with reduced logging
331 LogOverloads = True
332
333[Map]
334 ;WorldMapModule = "WorldMap"
335 ;MapImageModule = "MapImageModule"
336
337 ; World map blacklist timeout in seconds
338 ;BlacklistTimeout = 600
339
340 ; Set to false to not generate any maptiles
341 ;GenerateMaptiles = true
342
343 ; Refresh (in seconds) the map tile periodically
344 ;MaptileRefresh = 0
345
346 ; If not generating maptiles, use this static texture asset ID
347 ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
348
349 ; Draw objects on maptile. This step might take a long time if you've got a large number of
350 ; objects, so you can turn it off here if you'd like.
351 DrawPrimOnMapTile = true
352
353 ; Use terrain texture for maptiles if true, use shaded green if false
354 TextureOnMapTile = true
355
356 ; Texture prims
357 TexturePrims = true
358
359 ; Only texture prims that have a diagonal size greater than this number
360 TexturePrimSize = 48
361
362 ; Attempt to render meshes and sculpties on the map
363 RenderMeshes = false;
364
365[Permissions]
366 ; ##
367 ; ## PERMISSIONS
368 ; ##
369
370 ;permissionmodules = "DefaultPermissionsModule"
371
372 ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
373 ; any item, etc. This may not yet be implemented uniformally.
374 ; If set to true, then all permissions checks are carried out
375 ; Default is true
376 serverside_object_permissions = true
377
378 allow_grid_gods = false
379
380 ; This allows somne control over permissions
381 ; please note that this still doesn't duplicate SL, and is not intended to
382 ;region_owner_is_god = true
383 ;region_manager_is_god = false
384 ;parcel_owner_is_god = true
385
386 ; Control user types that are allowed to create new scripts
387 ; Only enforced if serviceside_object_permissions is true
388 ;
389 ; Current possible values are
390 ; all - anyone can create scripts (subject to normal permissions)
391 ; gods - only administrators can create scripts (as long as allow_grid_gods is true)
392 ; Default value is all
393 ; allowed_script_creators = all
394
395 ; Control user types that are allowed to edit (save) scripts
396 ; Only enforced if serviceside_object_permissions is true
397 ;
398 ; Current possible values are
399 ; all - anyone can edit scripts (subject to normal permissions)
400 ; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
401 ; Default value is all
402 ; allowed_script_editors = all
403
404 ; Provides a simple control for land owners to give build rights to specific avatars
405 ; in publicly accessible parcels that disallow object creation in general.
406 ; Owners specific avatars by adding them to the Access List of the parcel
407 ; without having to use the Groups feature
408 ; Disabled by default
409 ; simple_build_permissions = False
410
411 ; Minimum user level required to upload assets
412 ;LevelUpload = 0
413
414
415[RegionReady]
416 ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
417 enabled = true
418
419 ; Channel on which to signal region readiness through a message
420 ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
421 ; - the first field indicating whether this is an initial server startup
422 ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
423 ; - the third field is a number indicating how many scripts failed to compile
424 ; - "oar error" if supplied, provides the error message from the OAR load
425 channel_notify = -800
426
427 ; - disallow logins while scripts are loading
428 ; Instability can occur on regions with 100+ scripts if users enter before they have finished loading
429 login_disable = true
430
431 ; - send an alert as json to a service
432 ; alert_uri = "http://myappserver.net/my_handler/"
433
434
435[EstateManagement]
436 ; If false, then block any region restart requests from the client even if they are otherwise valid.
437 ; Default is true
438 AllowRegionRestartFromClient = true
439
440
441[UserProfiles]
442 ;# {ProfileURL} {} {Set url to UserProfilesService} {}
443 ;; Set the value of the url to your UserProfilesService
444 ;; If un-set / "" the module is disabled
445 ;; If the ProfileURL is not set, then very BASIC
446 ;; profile support will be configured. If the ProfileURL is set to a
447 ;; valid URL, then full profile support will be configured. The URL
448 ;; points to your grid's Robust user profiles service
449 ;;
450 ; ProfileURL = http://127.0.0.1:9000
451
452
453[SMTP]
454 enabled = false
455
456 ;enabled = true
457 ;internal_object_host = lsl.opensim.local
458 ;host_domain_header_from = 127.0.0.1
459 ;SMTP_SERVER_HOSTNAME = 127.0.0.1
460 ;SMTP_SERVER_PORT = 25
461 ;SMTP_SERVER_LOGIN = foo
462 ;SMTP_SERVER_PASSWORD = bar
463
464
465[Network]
466 ConsoleUser = "Test"
467 ConsolePass = "secret"
468 http_listener_port = 9000
469 console_port = 0
470
471 ; ssl config: Experimental! The auto https config only really works definately on windows XP now
472 ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
473 ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
474 http_listener_ssl = false ; Also create a SSL server
475 http_listener_cn = "localhost" ; Use the cert with the common name
476 http_listener_sslport = 9001 ; Use this port for SSL connections
477 http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
478
479 ; HTTPS for "Out of band" management applications such as the remote
480 ; admin module
481 ;
482 ; Create https_listener = "True" will create a listener on the port
483 ; specified. Provide the path to your server certificate along with it's
484 ; password
485 ; https_listener = False
486 ; Set our listener to this port
487 ; https_port = 0
488 ; Path to X509 certificate
489 ; cert_path = "path/to/cert.p12"
490 ; Password for cert
491 ; cert_pass = "password"
492
493 ; Hostname to use in llRequestURL/llRequestSecureURL
494 ; if not defined - default machine name is being used
495 ; (on Windows this mean NETBIOS name - useably only inside local network)
496 ; ExternalHostNameForLSL=127.0.0.1
497
498 ; Disallow the following address ranges for user scripting calls (e.g. llHttpRequest())
499 ; This is based on http://en.wikipedia.org/wiki/Reserved_IP_addresses
500 ; This stops users making HTTP calls to machines in the simulator's local network.
501 ; If you need to allow some LAN calls we recommend you use OutboundDisallowForUserScriptsExcept documented in OpenSim.ini.example
502 ; If you override OutboundDisallowForUserScripts directly you need to be very careful.
503 ;
504 ; Network ranges are specified in CIDR notation (http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation) with multiple entries separated by |
505 ; To specify an individual IP address use the /32 netmask (e.g. 192.168.1.3/32)
506 ; You can also specify individual <addr>:<port> endpoints (e.g. 192.168.1.3:8003)
507 ; If an address if given without a port number then port 80 is assumed.
508 OutboundDisallowForUserScripts = 0.0.0.0/8|10.0.0.0/8|100.64.0.0/10|127.0.0.0/8|169.254.0.0/16|172.16.0.0/12|192.0.0.0/24|192.0.2.0/24|192.88.99.0/24|192.168.0.0/16|198.18.0.0/15|198.51.100.0/24|203.0.113.0/24|224.0.0.0/4|240.0.0.0/4|255.255.255.255/32
509 ;
510 ; You can also prevent all user script outgoing calls with the following override in OpenSim.ini
511 ;
512 ; OutboundDisallowForUserScripts = 0.0.0.0/0
513 ;
514 ; You can also disable the blacklist entirely with an empty entry
515 ;
516 ; OutboundDisallowForUserScripts = ""
517
518 ; What is reported as the "X-Secondlife-Shard"
519 ; Defaults to the user server url if not set
520 ; The old default is "OpenSim", set here for compatibility
521 shard = "OpenSim"
522
523 ; What is reported as the "User-Agent" when using llHTTPRequest
524 ; Defaults to not sent if not set here. See the notes section in the wiki at
525 ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
526 ; " (Mozilla Compatible)" to the text where there are problems with a web server
527 ;user_agent = "OpenSim LSL (Mozilla Compatible)"
528
529 ; OpenSim can send multiple simultaneous requests for services such as asset
530 ; retrieval. However, some versions of mono appear to hang when there are too
531 ; many simultaneous requests, default is 30 and is currently applied only to assets
532 ;MaxRequestConcurrency = 30
533
534
535[ClientStack.LindenUDP]
536 ; Set this to true to process incoming packets asynchronously. Networking is
537 ; already separated from packet handling with a queue, so this will only
538 ; affect whether networking internals such as packet decoding and
539 ; acknowledgement accounting are done synchronously or asynchronously
540 ; Default is true.
541 ;
542 ;async_packet_handling = true
543
544 ; The client socket receive buffer size determines how many
545 ; incoming requests we can process; the default on .NET is 8192
546 ; which is about 2 4k-sized UDP datagrams. On mono this is
547 ; whatever the underlying operating system has as default; for
548 ; example, ubuntu 8.04 or SLES11 have about 111k, which is about
549 ; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
550 ; do "sysctl net.core.rmem_default" to find out what your system
551 ; uses a default socket receive buffer size.
552 ;
553 ; client_socket_rcvbuf_size allows you to specify the receive
554 ; buffer size LLUDPServer should use. NOTE: this will be limited
555 ; by the system's settings for the maximum client receive buffer
556 ; size (on linux systems you can set that with "sysctl -w
557 ; net.core.rmem_max=X")
558 ;
559 ;client_socket_rcvbuf_size = 8388608
560
561 ; Maximum outbound bytes per second for a single scene. This can be used to
562 ; throttle total outbound UDP traffic for a simulator. The default value is
563 ; 0, meaning no throttling at the scene level. The example given here is
564 ; 20 megabits
565 ;
566 ;scene_throttle_max_bps = 2500000
567
568 ; Maximum bytes per second to send to any single client. This will override
569 ; the user's viewer preference settings. The default value is 0, meaning no
570 ; aggregate throttling on clients (only per-category throttling). The
571 ; example given here is 1.5 megabits
572 ;
573 ;client_throttle_max_bps = 187500
574
575 ; Minimum bytes per second to send to any single client as a result of
576 ; adaptive throttling. Viewer preferences set to a lower number will
577 ; override the settin. The example given here ensures that adaptive
578 ; throttling will never decrease per client bandwidth below 256 kbps.
579 ;
580 ;adaptive_throttle_min_bps = 32000
581
582 ; Adaptive throttling attempts to limit network overload when multiple
583 ; clients login by starting each connection more slowly. Disabled by
584 ; default
585 ;
586 enable_adaptive_throttles = true
587
588 ; Per-client bytes per second rates for the various throttle categories.
589 ; These are default values that will be overridden by clients. These
590 ; defaults are approximately equivalent to the throttles set by the Imprudence
591 ; viewer when maximum bandwidth is set to 350kbps
592
593 ;resend_default = 6625
594 ;land_default = 9125
595 ;wind_default = 1750
596 ;cloud_default = 1750
597 ;task_default = 18500
598 ;texture_default = 18500
599 ;asset_default = 10500
600
601 ; Configures how ObjectUpdates are aggregated. These numbers
602 ; do not literally mean how many updates will be put in each
603 ; packet that goes over the wire, as packets are
604 ; automatically split on a 1400 byte boundary. These control
605 ; the balance between responsiveness of interest list updates
606 ; and total throughput. Higher numbers will ensure more full-
607 ; sized packets and faster sending of data, but more delay in
608 ; updating interest lists
609 ;
610 ;PrimUpdatesPerCallback = 100
611
612 ; TextureSendLimit determines how many packets will be put on
613 ; the outgoing queue each cycle. Like the settings above, this
614 ; is a balance between responsiveness to priority updates and
615 ; total throughput. Higher numbers will give a better
616 ; throughput at the cost of reduced responsiveness to client
617 ; priority changes or transfer aborts
618 ;
619 ;TextureSendLimit = 20
620
621 ; CannibalizeTextureRate allows bandwidth to be moved from the
622 ; UDP texture throttle to the task throttle. Since most viewers
623 ; use HTTP textures, this provides a means of using what is largely
624 ; unused bandwidth in the total throttle. The value is the proportion
625 ; of the texture rate to move to the task queue. It must be between
626 ; 0.0 (none of the bandwidth is cannibalized) and 0.9 (90% of the
627 ; bandwidth is grabbed)
628 ;
629 ; CannibalizeTextureRate = 0.5
630
631 ; Quash and remove any light properties from attachments not on the
632 ; hands. This allows flashlights and lanterns to function, but kills
633 ; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
634 ; will also be affected.
635 ;
636 ;DisableFacelights = false
637
638 ; The time to wait before disconecting an unresponsive client.
639 ; The time is in seconds. The default is one minute
640 ;
641 ;AckTimeout = 60
642
643 ; The time to wait before disconecting an unresponsive paused client.
644 ; A client can be paused when the file selection dialog is open during file upload.
645 ; This gives extra time to find files via the dialog but will still disconnect if
646 ; the client crashes or loses its network connection
647 ; The time is in seconds. The default is five minutes.
648 ;
649 ;PausedAckTimeout = 300
650
651
652[ClientStack.LindenCaps]
653 ;; Long list of capabilities taken from
654 ;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities
655 ;; Not all are supported by OpenSim. The ones supported are
656 ;; set to localhost. These defaults can be overwritten
657 ;; in OpenSim.ini
658 ;;
659 Cap_AttachmentResources = ""
660 Cap_ChatSessionRequest = ""
661 Cap_CopyInventoryFromNotecard = "localhost"
662 Cap_DispatchRegionInfo = ""
663 Cap_EstateChangeInfo = ""
664 Cap_EnvironmentSettings = "localhost"
665 Cap_EventQueueGet = "localhost"
666 Cap_FetchInventory = ""
667 Cap_ObjectMedia = "localhost"
668 Cap_ObjectMediaNavigate = "localhost"
669 Cap_FetchLib = ""
670 Cap_FetchLibDescendents = ""
671 Cap_GetDisplayNames = "localhost"
672 Cap_GetTexture = "localhost"
673 Cap_GetMesh = "localhost"
674 Cap_GetObjectCost = ""
675 Cap_GetObjectPhysicsData = ""
676 Cap_GroupProposalBallot = ""
677 Cap_HomeLocation = ""
678 Cap_LandResources = ""
679 Cap_MapLayer = "localhost"
680 Cap_MapLayerGod = "localhost"
681 Cap_NewFileAgentInventory = "localhost"
682 Cap_NewFileAgentInventoryVariablePrice = "localhost"
683 Cap_ObjectAdd = "localhost"
684 Cap_ParcelPropertiesUpdate = "localhost"
685 Cap_ParcelMediaURLFilterList = ""
686 Cap_ParcelNavigateMedia = ""
687 Cap_ParcelVoiceInfoRequest = ""
688 Cap_ProductInfoRequest = ""
689 Cap_ProvisionVoiceAccountRequest = ""
690 Cap_RemoteParcelRequest = "localhost"
691 Cap_RequestTextureDownload = ""
692 Cap_SearchStatRequest = ""
693 Cap_SearchStatTracking = ""
694 Cap_SendPostcard = ""
695 Cap_SendUserReport = ""
696 Cap_SendUserReportWithScreenshot = ""
697 Cap_ServerReleaseNotes = ""
698 Cap_SimConsole = ""
699 Cap_SimulatorFeatures = ""
700 Cap_SetDisplayName = ""
701 Cap_StartGroupProposal = ""
702 Cap_TextureStats = ""
703 Cap_UntrustedSimulatorMessage = ""
704 Cap_UpdateAgentInformation = ""
705 Cap_UpdateAgentLanguage = ""
706 Cap_UpdateGestureAgentInventory = ""
707 Cap_UpdateNotecardAgentInventory = "localhost"
708 Cap_UpdateScriptAgent = "localhost"
709 Cap_UpdateGestureTaskInventory = ""
710 Cap_UpdateNotecardTaskInventory = "localhost"
711 Cap_UpdateScriptTask = "localhost"
712 Cap_UploadBakedTexture = "localhost"
713 Cap_UploadObjectAsset = "localhost"
714 Cap_ViewerStartAuction = ""
715 Cap_ViewerStats = ""
716
717 ; Capabilities for fetching inventory over HTTP rather than UDP
718 ; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above)
719 ; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled
720 Cap_WebFetchInventoryDescendents = ""
721 Cap_FetchInventoryDescendents2 = "localhost"
722 Cap_FetchInventory2 = "localhost"
723
724 ; Capability for searching for people
725 Cap_AvatarPickerSearch = "localhost"
726
727
728[Chat]
729 ; Controls whether the chat module is enabled. Default is true.
730 enabled = true;
731
732 ; Distance in meters that whispers should travel. Default is 10m
733 whisper_distance = 10
734
735 ; Distance in meters that ordinary chat should travel. Default is 20m
736 say_distance = 20
737
738 ; Distance in meters that shouts should travel. Default is 100m
739 shout_distance = 100
740
741
742[EntityTransfer]
743 ; The maximum protocol version that we will use for outgoing transfers
744 ; Valid values are
745 ; "SIMULATION/0.3"
746 ; - This is the default, and it supports teleports to variable-sized regions
747 ; - Older versions can teleport to this one, but only if the destination region
748 ; is 256x256
749 ; "SIMULATION/0.2"
750 ; - A source simulator which only implements "SIMULATION/0.1" can still teleport with that protocol
751 ; - this protocol is more efficient than "SIMULATION/0.1"
752 ; "SIMULATION/0.1"
753 ; - this is an older teleport protocol used in OpenSimulator 0.7.5 and before.
754 MaxOutgoingTransferVersion = "SIMULATION/0.3"
755
756 ; The maximum distance in regions that an agent is allowed to teleport
757 ; along the x or y axis. This is set to 65535 because current viewers
758 ; can't handle teleports that are greater than this distance
759 ; Setting to 0 will allow teleports of any distance
760 ;
761 max_distance = 65535
762
763 ; Allow avatars to cross into and out of the region.
764 AllowAvatarCrossing = true
765
766 ; Minimum user level required for HyperGrid teleports
767 LevelHGTeleport = 0
768
769 ; Determine whether the cancel button is shown at all during teleports.
770 ; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
771 ; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
772 DisableInterRegionTeleportCancellation = false
773
774
775[Messaging]
776 ; Control which region module is used for instant messaging.
777 ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
778 InstantMessageModule = InstantMessageModule
779 ; MessageTransferModule = MessageTransferModule
780 ; OfflineMessageModule = OfflineMessageModule
781 ; OfflineMessageURL = http://yourserver/Offline.php
782 ; MuteListModule = MuteListModule
783 ; MuteListURL = http://yourserver/Mute.php
784
785 ; Control whether group messages are forwarded to offline users. Default is true.
786 ; ForwardOfflineGroupMessages = true
787
788
789[Inventory]
790 ; Control whether multiple objects sent to inventory should be coaleseced into a single item
791 ; There are still some issues with coalescence, including the fact that rotation is not restored
792 ; and some assets may be missing from archive files.
793 CoalesceMultipleObjectsToInventory = true
794
795
796[Appearance]
797 ; Persist avatar baked textures
798 ; Persisting baked textures can speed up login and region border
799 ; crossings especially with large numbers of users, though it
800 ; will store potentially large numbers of textures in your asset
801 ; database
802 PersistBakedTextures = false
803
804 ; Control the delay before appearance is sent to other avatars and
805 ; saved in the avatar service. Attempts to limit the impact caused
806 ; by the very chatty dialog that sets appearance when an avatar
807 ; logs in or teleports into a region; values are in seconds
808 DelayBeforeAppearanceSave = 5
809 DelayBeforeAppearanceSend = 2
810
811 ; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
812 ; This may help with some situations where avatars are persistently grey, though it will not help
813 ; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
814 ResendAppearanceUpdates = false
815
816 ; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar
817 ; on every login
818 ReuseTextures = false
819
820
821[Attachments]
822 ; Controls whether avatar attachments are enabled.
823 ; Defaults to true - only set to false for debugging purposes
824 Enabled = true
825
826 ; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments
827 ; Experimental setting to control CPU spiking when avatars with many attachments login/change outfit
828 ; or when multiple avatars with medium level attachments login/change outfit simultaneously.
829 ; If 0 then no throttling is performed.
830 ThrottlePer100PrimsRezzed = 0;
831
832
833[Mesh]
834 ; enable / disable Collada mesh support
835 ; default is true
836 AllowMeshUpload = true
837
838 ; if you use Meshmerizer and want collisions for meshies, setting this to true
839 ; will cause OpenSim to attempt to decode meshies assets, extract the physics
840 ; mesh, and use it for collisions.
841 UseMeshiesPhysicsMesh = true
842
843 ; Minimum user level required to upload meshes
844 ;LevelUpload = 0
845
846
847[Textures]
848 ; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible
849 ; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components
850 ; (e.g. images pulled from an external HTTP address).
851 ; Reusing previously generated textures results in a much faster update on the viewer but may cause issues if the viewer didn't receive all resolutions of the texture.
852 ; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted.
853 ; Hence, currently considered experimental.
854 ; Default is false.
855 ReuseDynamicTextures = false
856
857 ; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused
858 ; This is to workaround an apparent LL 3.3.4 and earlier viewer bug where such textures are not redisplayed properly when pulled from the viewer cache.
859 ; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem.
860 ; This setting only has an affect is ReuseDynamicTextures = true
861 ; Default is false
862 ReuseDynamicLowDataTextures = false
863
864
865[ODEPhysicsSettings]
866 ; ##
867 ; ## Physics stats settings
868 ;
869
870 ; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule
871 ; (see http://opensimulator.org/wiki/Monitoring_Module for more details).
872 collect_stats = false
873
874 ; ##
875 ; ## Physics logging settings - logfiles are saved to *.DIF files
876 ; ##
877
878 ; default is false
879 ;physics_logging = true
880 ;; every n simulation iterations, the physics snapshot file is updated
881 ;physics_logging_interval = 50
882 ;; append to existing physics logfile, or overwrite existing logfiles?
883 ;physics_logging_append_existing_logfile = true
884
885 ;##
886 ;## World Settings
887 ;##
888
889 ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
890 world_gravityx = 0
891 world_gravityy = 0
892 world_gravityz = -9.8
893
894 ; Terminal velocity of a falling avatar
895 ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
896 ; Max value is 255, min value is 0
897 avatar_terminal_velocity = 54
898
899 ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
900 ; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
901 world_stepsize = 0.0178
902 world_internal_steps_without_collisions = 10
903
904 ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
905 world_hashspace_size_low = -4
906 world_hashSpace_size_high = 128
907
908 ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
909 meters_in_small_space = 29.9
910 small_hashspace_size_low = -4
911 small_hashspace_size_high = 66
912
913 ; ##
914 ; ## Contact properties. (the stuff that happens when things come in contact with each other)
915 ; ##
916
917 ; surface layer around geometries other geometries can sink into before generating a contact
918 world_contact_surface_layer = 0.001
919
920 ; Filtering collisions helps keep things stable physics wise, but sometimes
921 ; it can be overzealous. If you notice bouncing, chances are it's that.
922 filter_collisions = false
923
924 ; Non Moving Terrain Contact (avatar isn't moving)
925 nm_terraincontact_friction = 255.0
926 nm_terraincontact_bounce = 0.1
927 nm_terraincontact_erp = 0.1025
928
929 ; Moving Terrain Contact (avatar is moving)
930 m_terraincontact_friction = 75.0
931 m_terraincontact_bounce = 0.05
932 m_terrainContact_erp = 0.05025
933
934 ; Moving Avatar to object Contact
935 m_avatarobjectcontact_friction = 75.0
936 m_avatarobjectcontact_bounce = 0.1
937
938 ; Object to Object Contact and Non-Moving Avatar to object
939 objectcontact_friction = 250.0
940 objectcontact_bounce = 0.2
941
942 ; ##
943 ; ## Avatar Control
944 ; ##
945
946 ; PID Controller Settings. These affect the math that causes the avatar to reach the
947 ; desired velocity
948 ; See http://en.wikipedia.org/wiki/PID_controller
949
950 av_pid_derivative_linux = 2200.0
951 av_pid_proportional_linux = 900.0;
952
953 av_pid_derivative_win = 2200.0
954 av_pid_proportional_win = 900.0;
955
956 ;girth of the avatar. Adds radius to the height also
957 av_capsule_radius = 0.37
958
959 ; Max force permissible to use to keep the avatar standing up straight
960 av_capsule_standup_tensor_win = 550000
961 av_capsule_standup_tensor_linux = 550000
962
963 ; specifies if the capsule should be tilted (=true; old compatibility mode)
964 ; or straight up-and-down (=false; better and more consistent physics behavior)
965 av_capsule_tilted = false
966
967 ; used to calculate mass of avatar.
968 ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
969 ; av_density * AVvolume;
970 av_density = 80
971
972 ; use this value to cut 52% of the height the sim gives us
973 ; Currently unused
974 ; av_height_fudge_factor = 0.52
975
976 ; Movement. Smaller is faster.
977
978 ; speed of movement with Always Run off
979 av_movement_divisor_walk = 1.3
980
981 ; speed of movement with Always Run on
982 av_movement_divisor_run = 0.8
983
984 ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
985 minimum_ground_flight_offset = 3.0
986
987 ; Plant avatar. This reduces the effect of physical contacts with the avatar.
988 ; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive.
989 ; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active
990 ; will lock the avatar in place
991 av_planted = false
992
993 ; No Avatar Avatar Collissions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment
994 av_av_collisions_off = false
995
996 ; ##
997 ; ## Object options
998 ; ##
999
1000 ; used in the mass calculation.
1001 geometry_default_density = 10.000006836
1002
1003 ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
1004 body_frames_auto_disable = 20
1005
1006 ; used to control llMove2Target
1007 body_pid_derivative = 35
1008 body_pid_gain = 25
1009
1010 ; maximum number of contact points to generate per collision
1011 contacts_per_collision = 80
1012
1013 ; amount of time a geom/body will try to cross a region border before it gets disabled
1014 geom_crossing_failures_before_outofbounds = 5
1015
1016 ; start throttling the object updates if object comes in contact with 3 or more other objects
1017 geom_contactpoints_start_throttling = 3
1018
1019 ; send 1 update for every x updates below when throttled
1020 geom_updates_before_throttled_update = 15
1021
1022 ; Used for llSetStatus. How rigid the object rotation is held on the axis specified
1023 body_motor_joint_maxforce_tensor_linux = 5
1024 body_motor_joint_maxforce_tensor_win = 5
1025
1026 ; Maximum mass an object can be before it is clamped
1027 maximum_mass_object = 10000.01
1028
1029 ; ##
1030 ; ## Sculpted Prim settings
1031 ; ##
1032
1033 ; Do we want to mesh sculpted prim to collide like they look?
1034 mesh_sculpted_prim = true
1035
1036 ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
1037 mesh_lod = 32
1038
1039 ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
1040 mesh_physical_lod = 16
1041
1042 ; ##
1043 ; ## Joint support
1044 ; ##
1045
1046 ; If you would like physics joints to be enabled through a special naming
1047 ; convention in the client, set this to true.
1048 ; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
1049 ; Default is false
1050 ;use_NINJA_physics_joints = true
1051
1052 ; ##
1053 ; ## additional meshing options
1054 ; ##
1055
1056 ; Physical collision mesh proxies are normally created for complex prim shapes,
1057 ; and collisions for simple boxes and spheres are computed algorithmically.
1058 ; If you would rather have mesh proxies for simple prims, you can set this to
1059 ; true. Note that this will increase memory usage and region startup time.
1060 ; Default is false.
1061 ;force_simple_prim_meshing = true
1062
1063
1064[BulletSim]
1065 ; All the BulletSim parameters can be displayed with the console command
1066 ; "physics get all" and all are defined in the source file
1067 ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
1068
1069 ; There are two bullet physics libraries, bulletunmanaged is the default and is a
1070 ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality
1071 ; but the c++ one is much faster.
1072 BulletEngine = "bulletunmanaged"
1073 ; BulletEngine = "bulletxna"
1074
1075 ; BulletSim can run on its own thread independent of the simulator's heartbeat
1076 ; thread. Enabling this will not let the physics engine slow down avatar movement, etc.
1077 UseSeparatePhysicsThread = false
1078
1079 ; Terrain implementation can use either Bullet's heightField or BulletSim can build
1080 ; a mesh. 0=heightField, 1=mesh
1081 TerrainImplementation = 0
1082 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
1083 ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
1084 ; magnifications use lots of memory.
1085 TerrainMeshMagnification = 2
1086
1087 ; Should avatars collide with each other?
1088 AvatarToAvatarCollisionsByDefault = true
1089
1090 ; Avatar physics height adjustments.
1091 ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
1092 AvatarHeightLowFudge = 0 ; Adjustment at low end of height range
1093 AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range
1094 AvatarHeightHighFudge = 0 ; Adjustment at high end of height range
1095
1096 ; Avatar walk-up-stairs parameters
1097 ; If an avatar collides with an object 'close to its feet', the avatar will be
1098 ; moved/pushed up do simulate stepping up.
1099 ;AvatarStepHeight = 0.6f ; The height, below which is considered a step collision.
1100 ;AvatarStepAngle = 0.3f ; The angle from vertical (in radians) to consider a surface a step
1101 ;AvatarStepApproachFactor = 2f ; Approach angle factor. O=straight on, .6=~45 degrees.
1102 ;AvatarStepGroundFudge = 0.1f ; Fudge added to bottom of avatar below which step collisions happen
1103 ;AvatarStepForceFactor = 0f ; Avatar is pushed up by its mass times this factor
1104 ;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor
1105 ;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied
1106
1107 ; Terminal velocity of a falling avatar
1108 ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
1109 ; negative for a downward speed.
1110 AvatarTerminalVelocity = -54
1111
1112 ; Default linkset implmentation
1113 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
1114 ; builds a compound shape from the children shapes to create a single physical
1115 ; shape. 'Compound' uses a lot less CPU time.
1116 LinkImplementation = 1 ; 0=constraint, 1=compound
1117
1118 ; If 'true', offset a linkset's origin based on mass of linkset parts.
1119 LinksetOffsetCenterOfMass = false
1120
1121 ; If 'true', turn scuplties into meshes
1122 MeshSculptedPrim = true
1123
1124 ; If 'true', force simple prims (box and sphere) to be meshed
1125 ; If 'false', the Bullet native special case shape is used for square rectangles
1126 ; and even dimensioned spheres.
1127 ForceSimplePrimMeshing = false
1128
1129 ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
1130 ; Happens often in sculpties. If turned off, there will be some doorways
1131 ; that cannot be walked through.
1132 ShouldRemoveZeroWidthTriangles = true
1133
1134 ; If 'true', use convex hull definition in mesh asset if present.
1135 ShouldUseAssetHulls = true
1136
1137 ; If there are thousands of physical objects, these maximums should be increased.
1138 MaxCollisionsPerFrame = 2048
1139 MaxUpdatesPerFrame = 8192
1140
1141 ; Detailed physics debug logging. Very verbose.
1142 PhysicsLoggingEnabled = False
1143 PhysicsLoggingDir = "."
1144 VehicleLoggingEnabled = False
1145
1146
1147[RemoteAdmin]
1148 enabled = false
1149
1150 ; Set this to a nonzero value to have remote admin use a different port
1151 port = 0
1152
1153 ; Set this to the ip address that you want the admin server to bind to
1154 bind_ip_address = "0.0.0.0"
1155
1156 ; This password is required to make any XMLRPC call (should be set as the "password" parameter)
1157 access_password = unknown
1158
1159 ; List the IP addresses allowed to call RemoteAdmin
1160 ; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
1161 ; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
1162 ; access_ip_addresses =
1163
1164 ; set this variable to true if you want the create_region XmlRpc
1165 ; call to unconditionally enable voice on all parcels for a newly
1166 ; created region [default: false]
1167 create_region_enable_voice = false
1168
1169 ; set this variable to false if you want the create_region XmlRpc
1170 ; call to create all regions as private per default (can be
1171 ; overridden in the XmlRpc call) [default: true]
1172 create_region_public = false
1173
1174 ; the create_region XmlRpc call uses region_file_template to generate
1175 ; the file name of newly create regions (if they are created
1176 ; persistent). the parameter available are:
1177 ; {0} - X location
1178 ; {1} - Y location
1179 ; {2} - region UUID
1180 ; {3} - region port
1181 ; {4} - region name with " ", ":", "/" mapped to "_"
1182 region_file_template = "{0}x{1}-{2}.ini"
1183
1184 ; we can limit the number of regions that XmlRpcCreateRegion will
1185 ; allow by setting this to a positive, non-0 number: as long as the
1186 ; number of regions is below region_limits, XmlRpcCreateRegion will
1187 ; succeed. setting region_limit to 0 disables the check.
1188 ; default is 0
1189 ;region_limit = 0
1190
1191 ; enable only those methods you deem to be appropriate using a | delimited whitelist
1192 ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
1193 ; if this parameter is not specified but enabled = true, all methods will be available
1194 enabled_methods = all
1195
1196 ; specify the default appearance for an avatar created through the remote admin interface
1197 ; This will only take effect is the file specified by the default_appearance setting below exists
1198 ;default_male = Default Male
1199 ;default_female = Default Female
1200
1201 ; update appearance copies inventory items and wearables of default avatars. if this value is false
1202 ; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
1203 ; subfolders are copied. the receiver will wear the same items the default avatar did wear.
1204 ;copy_folders = false
1205
1206 ; path to default appearance XML file that specifies the look of the default avatars
1207 ;default_appearance = default_appearance.xml
1208
1209
1210; RestPlugins are not currently operational.
1211;[RestPlugins]
1212; ; Change this to true to enable REST Plugins. This must be true if you wish to use
1213; ; REST Region or REST Asset and Inventory Plugins
1214; enabled = false
1215; god_key = SECRET
1216; prefix = /admin
1217
1218
1219;[RestRegionPlugin]
1220; ; Change this to true to enable the REST Region Plugin
1221; enabled = false
1222
1223
1224;[RestHandler]
1225; ; Change this to true to enable the REST Asset and Inventory Plugin
1226; enabled = false
1227; authenticate = true
1228; secured = true
1229; extended-escape = true
1230; realm = OpenSim REST
1231; dump-asset = false
1232; path-fill = true
1233; dump-line-size = 32
1234; flush-on-error = true
1235
1236
1237; IRC bridge is experimental, so if it breaks... keep both parts... yada yada
1238; also, not good error detection when it fails
1239[IRC]
1240 enabled = false; you need to set this to true otherwise it won't connect
1241 ;server = name.of.irc.server.on.the.net
1242 ;; user password - only use this if the server requires one
1243 ;password = mypass
1244 ;nick = OpenSimBotNameProbablyMakeThisShorter
1245 ;channel = #the_irc_channel_you_want_to_connect_to
1246 ;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
1247 ;port = 6667
1248 ;; channel to listen for configuration commands
1249 ;commands_enabled = false
1250 ;command_channel = 2777
1251 ;report_clients = true
1252 ;; relay private chat connections
1253 ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
1254 ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
1255 ;; relay_private_channel_in -- channel to receive message from the IRC bridge
1256 ;; relay_chat = false: IRC bridge will not relay normal chat
1257 ;; access_password -- simple security device
1258 ;;
1259 ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
1260 ;;
1261 ;; relay_private_channels = false
1262 ;; relay_chat = true
1263 ;;
1264 ;; to relay chat only to/from private in-world channels:
1265 ;;
1266 ;; relay_chat = false
1267 ;; relay_private_channels = true
1268 ;; relay_private_channel_in = 2226
1269 ;; relay_private_channel_out = 2225
1270 ;;
1271 ;; in this example, all chat coming in from IRC will be send out via
1272 ;; in-world channel 2226, and all chat from in-world channel 2225 will
1273 ;; be relayed to the IRC channel.
1274 ;;
1275 ;relay_private_channels = false
1276 ;relay_private_channel_in = 2226
1277 ;relay_private_channel_out = 2225
1278 ;relay_chat = true
1279 ;access_password = foobar
1280
1281 ;;fallback_region = name of "default" region
1282 ;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
1283 ;; must start with "PRIVMSG {0} : " or irc server will get upset
1284 ;;for <bot>:<user in region> :<message>
1285 ;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
1286 ;;for <bot>:<message> - <user of region> :
1287 ;msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
1288 ;;for <bot>:<message> - from <user> :
1289 ;;msgformat = "PRIVMSG {0} : {3} - from {1}"
1290
1291 ;; exclude_list allows you to stop the IRC connector from announcing the
1292 ;;arrival and departure of certain users. For example: admins, bots.
1293
1294 ;exclude_list=User 1,User 2,User 3
1295
1296 ;;Shows modal alertbox for entering agent on IRC enabled regions
1297 ;;
1298 ;; Enable Alert, default = false
1299 ;alert_show = false
1300 ;;
1301 ;; Show IRC serverinfo, default = true
1302 ;alert_show_serverinfo = true
1303 ;;
1304 ;alert_msg_pre = "This region is linked to Irc."
1305 ;alert_msg_post = "Everything you say in public chat can be listened."
1306
1307
1308; The following settings control the progression of daytime
1309; in the Sim. The defaults are the same as the commented out settings
1310[Sun]
1311 ; number of wall clock hours for an opensim day. 24.0 would mean realtime
1312 ;day_length = 4
1313 ; Year length in days
1314 ;year_length = 60
1315 ; Day to Night Ratio
1316 ;day_night_offset = 0.45
1317 ; send a Sun update every update_interval # of frames. A lower number will
1318 ; make for smoother sun transition at the cost of network
1319 ;update_interval = 100
1320
1321
1322[Wind]
1323 ; Enables the wind module. Default is true
1324 enabled = true
1325
1326 ; How often should wind be updated, as a function of world frames. Approximately 50 frames a second
1327 wind_update_rate = 150
1328
1329 ; The Default Wind Plugin to load
1330 wind_plugin = SimpleRandomWind
1331
1332 ; These settings are specific to the ConfigurableWind plugin
1333 ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
1334 ; avg_strength = 5.0
1335 ; avg_direction = 0.0
1336 ; var_strength = 0.0
1337 ; var_direction = 0.0
1338 ; rate_change = 1.0
1339
1340 ; This setting is specific to the SimpleRandomWind plugin
1341 ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
1342 strength = 1.0
1343
1344
1345[Cloud]
1346 ; Enable this to generate classic particle clouds above the sim.
1347 ; default is disabled - turn it on here
1348 enabled = false
1349
1350 ; Density of cloud cover 0.0 to 1.0 Defult 0.5
1351 density = 0.5
1352
1353 ; update interval for the cloud cover data returned by llCloud().
1354 ; default is 1000
1355 cloud_update_rate = 1000
1356
1357
1358[LightShare]
1359 ; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
1360 ; It has no ill effect on viewers which do not support server-side windlight settings.
1361 enable_windlight = false
1362
1363
1364[Trees]
1365 ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
1366 ; default is false
1367 active_trees = false
1368
1369 ; Density of tree population
1370 tree_density = 1000.0
1371
1372
1373[VectorRender]
1374 ; the font to use for rendering text (default: Arial)
1375 ; font_name = "Arial"
1376
1377
1378[LL-Functions]
1379 ; Set the following to true to allow administrator owned scripts to execute console commands
1380 ; currently unused
1381 ; AllowosConsoleCommand=false
1382
1383 ; Are god functions such as llSetObjectPermMask() allowed? If true then gods and only gods have access to these functions.
1384 ; If false then gods cannot execute these functions either.
1385 AllowGodFunctions = false
1386
1387 ; Restrict the email address used by llEmail to the address associated with the avatars user account?
1388 ; If true then llEmail will only send email to the address in the user account of the avatar who owns the object containing the script.
1389 ; If false then email may be sent to any valid email address.
1390 RestrictEmail = false
1391
1392 ; Maximum number of llListen events we allow over the entire region.
1393 ; Set this to 0 to have no limit imposed
1394 max_listens_per_region = 1000
1395
1396 ; Maximum number of llListen events we allow per script
1397 ; Set this to 0 to have no limit imposed.
1398 max_listens_per_script = 64
1399
1400 ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
1401 max_external_urls_per_simulator = 100
1402
1403 ; Use size boxes instead of meshed prims, sculpts and mesh when calculating bounding boxes.
1404 ; Speeds up calculations but can make them inaccurate, in some cases very inaccurate.
1405 UseSimpleBoxesInGetBoundingBox = false
1406
1407 ; Add a third vector with stats when returning results from llGetBoundingBox.
1408 ; Lists objects (groups), prims/meshes/avatars (parts) and vertices rendered.
1409 AddStatsInGetBoundingBox = false
1410
1411 ; Avatar bounding box, lower X value, constant part, when standing
1412 LowerAvatarBoundingBoxStandingXconst = -0.275
1413
1414 ; Avatar bounding box, upper X value, constant part, when standing
1415 UpperAvatarBoundingBoxStandingXconst = 0.275
1416
1417 ; Avatar bounding box, lower Y value, constant part, when standing
1418 LowerAvatarBoundingBoxStandingYconst = -0.35
1419
1420 ; Avatar bounding box, upper Y value, constant part, when standing
1421 UpperAvatarBoundingBoxStandingYconst = 0.35
1422
1423 ; Avatar bounding box, lower Z value, constant part, when standing
1424 LowerAvatarBoundingBoxStandingZconst = -0.1
1425
1426 ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when standing
1427 LowerAvatarBoundingBoxStandingZcoeff = -0.5
1428
1429 ; Avatar bounding box, upper Z value, constant part, when standing
1430 UpperAvatarBoundingBoxStandingZconst = 0.1
1431
1432 ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when standing
1433 UpperAvatarBoundingBoxStandingZcoeff = 0.5
1434
1435 ; Avatar bounding box, lower X value, constant part, when groundsitting
1436 LowerAvatarBoundingBoxGroundsittingXconst = -0.3875
1437
1438 ; Avatar bounding box, upper X value, constant part, when groundsitting
1439 UpperAvatarBoundingBoxGroundsittingXconst = 0.3875
1440
1441 ; Avatar bounding box, lower Y value, constant part, when groundsitting
1442 LowerAvatarBoundingBoxGroundsittingYconst = -0.5
1443
1444 ; Avatar bounding box, upper Y value, constant part, when groundsitting
1445 UpperAvatarBoundingBoxGroundsittingYconst = 0.5
1446
1447 ; Avatar bounding box, lower Z value, constant part, when groundsitting
1448 LowerAvatarBoundingBoxGroundsittingZconst = -0.05
1449
1450 ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when groundsitting
1451 LowerAvatarBoundingBoxGroundsittingZcoeff = -0.375
1452
1453 ; Avatar bounding box, upper Z value, constant part, when groundsitting
1454 UpperAvatarBoundingBoxGroundsittingZconst = 0.5
1455
1456 ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when groundsitting
1457 UpperAvatarBoundingBoxGroundsittingZcoeff = 0.0
1458
1459 ; Avatar bounding box, lower X value, constant part, when sitting
1460 LowerAvatarBoundingBoxSittingXconst = -0.5875
1461
1462 ; Avatar bounding box, upper X value, constant part, when sitting
1463 UpperAvatarBoundingBoxSittingXconst = 0.1875
1464
1465 ; Avatar bounding box, lower Y value, constant part, when sitting
1466 LowerAvatarBoundingBoxSittingYconst = -0.35
1467
1468 ; Avatar bounding box, upper Y value, constant part, when sitting
1469 UpperAvatarBoundingBoxSittingYconst = 0.35
1470
1471 ; Avatar bounding box, lower Z value, constant part, when sitting
1472 LowerAvatarBoundingBoxSittingZconst = -0.35
1473
1474 ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when sitting
1475 LowerAvatarBoundingBoxSittingZcoeff = -0.375
1476
1477 ; Avatar bounding box, upper Z value, constant part, when sitting
1478 UpperAvatarBoundingBoxSittingZconst = -0.25
1479
1480 ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when sitting
1481 UpperAvatarBoundingBoxSittingZcoeff = 0.25
1482
1483 ; Safety coefficient for max bounding box from prim size box X coordinate
1484 ; Worst case is twisted and sheared box, 1+sqrt(2)
1485 PrimBoundingBoxSafetyCoefficientX = 2.414214
1486
1487 ; Safety coefficient for max bounding box from prim size box Y coordinate
1488 ; Worst case is twisted and sheared box, 1+sqrt(2)
1489 PrimBoundingBoxSafetyCoefficientY = 2.414214
1490
1491 ; Safety coefficient for max bounding box from prim size box Z coordinate
1492 ; Worst case is twisted tube, 0.5+sqrt(1.25)
1493 PrimBoundingBoxSafetyCoefficientZ = 1.618034
1494
1495 ; Use llCastRay V3 if true.
1496 ; Implements llCastRay similar but not identical to Second Life.
1497 ; See http://wiki.secondlife.com/wiki/LlCastRay .
1498 ; NEW
1499 ; Meshes prims for good accuracy in ray hit detection,
1500 ; handling basic and tortured prims, sculpts and meshes.
1501 ; Uses ellipsoid, correctly sized avatar capsules.
1502 ; Handles complex terrain, multi-prim objects and seated avatars.
1503 ; Implements throttling and the status codes
1504 ; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED,
1505 ; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW.
1506 ; WARNING
1507 ; Can be faster on some servers and scenes, but slower on others,
1508 ; compared to previous version of llCastRay in OpenSimulator.
1509 ; Is in most cases considerably slower than llCastRay in Second Life.
1510 ; Generates geometry meshes and can therefore use much system resources.
1511 UseLlCastRayV3 = false
1512
1513 ; Accepted calculation precision error in calculations in llCastRay V3
1514 FloatToleranceInLlCastRay = 0.00001
1515
1516 ; Accepted distance difference between duplicate hits in llCastRay V3
1517 FloatTolerance2InLlCastRay = 0.001
1518
1519 ; Detail level when rendering prims in llCastRay V3
1520 ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
1521 PrimDetailLevelInLlCastRay = 1
1522
1523 ; Detail level when rendering sculpts in llCastRay V3
1524 ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
1525 SculptDetailLevelInLlCastRay = 1
1526
1527 ; Detail level when rendering meshes in llCastRay V3
1528 ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
1529 MeshDetailLevelInLlCastRay = 3
1530
1531 ; Detail level when rendering avatar capsules in llCastRay V3
1532 ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
1533 AvatarDetailLevelInLlCastRay = 1
1534
1535 ; Maximum number of returned hits from llCastRay V3
1536 MaxHitsInLlCastRay = 16
1537
1538 ; Maximum number of returned hits per prim from llCastRay V3
1539 MaxHitsPerPrimInLlCastRay = 16
1540
1541 ; Maximum number of returned hits per object from llCastRay V3
1542 MaxHitsPerObjectInLlCastRay = 16
1543
1544 ; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true
1545 DetectExitHitsInLlCastRay = false
1546
1547 ; Filter on parts instead of groups in llCastRay V3 if true
1548 FilterPartsInLlCastRay = false
1549
1550 ; Detect attachments in llCastRay V3 if true
1551 DoAttachmentsInLlCastRay = false
1552
1553 ; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3
1554 ; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this
1555 ThrottleTimeInMsInLlCastRay = 200
1556
1557 ; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3
1558 AvailableTimeInMsPerRegionInLlCastRay = 40
1559
1560 ; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3
1561 AvailableTimeInMsPerAvatarInLlCastRay = 10
1562
1563 ; Required available time in ms left to perform a new llCastRay in llCastRay V3
1564 RequiredAvailableTimeInMsInLlCastRay = 2
1565
1566 ; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions
1567 MaximumAvailableTimeInMsInLlCastRay = 40
1568
1569 ; Use cached meshes in llCastRay V3 if true
1570 ; Improves performance but uses more memory
1571 UseMeshCacheInLlCastRay = true
1572
1573
1574[DataSnapshot]
1575 ; The following set of configs pertains to search.
1576 ; Set index_sims to true to enable search engines to index your searchable data
1577 ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
1578 ; default is false
1579 index_sims = false
1580
1581 ; The variable data_exposure controls what the regions expose:
1582 ; minimum: exposes only things explicitly marked for search
1583 ; all: exposes everything
1584 data_exposure = minimum
1585
1586 ; If search is on, change this to your grid name; will be ignored for standalones
1587 gridname = "OSGrid"
1588
1589 ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
1590 ; Later, you may want to increase this to 3600 (1 hour) or more
1591 default_snapshot_period = 1200
1592
1593 ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
1594 snapshot_cache_directory = "DataSnapshot"
1595
1596 ; Uncomment if you want to index your data with this and/or other search providers. One entry per
1597 ; data service
1598 ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
1599
1600
1601[Economy]
1602 ; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
1603 ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
1604 ; There is no intention to implement anything further in core OpenSimulator.
1605 ; This functionality has to be provided by third party modules.
1606
1607 ;; Enables selling things for $0. Default is true.
1608 SellEnabled = true
1609
1610 ;; Money Unit fee to upload textures, animations etc. Default is 0.
1611 PriceUpload = 0
1612
1613 ;; Money Unit fee to create groups. Default is 0.
1614 PriceGroupCreate = 0
1615
1616 ; We don't really know what the rest of these values do. These get sent to the client
1617 ; These taken from Agni at a Public Telehub. Change at your own risk.
1618 ObjectCount = 0
1619 PriceEnergyUnit = 100
1620 PriceObjectClaim = 10
1621 PricePublicObjectDecay = 4
1622 PricePublicObjectDelete = 4
1623 PriceParcelClaim = 1
1624 PriceParcelClaimFactor = 1
1625
1626 PriceRentLight = 5
1627 TeleportMinPrice = 2
1628 TeleportPriceExponent = 2
1629 EnergyEfficiency = 1
1630 PriceObjectRent = 1
1631 PriceObjectScaleFactor = 10
1632 PriceParcelRent = 1
1633
1634
1635[XEngine]
1636 ; Enable this engine in this OpenSim instance
1637 Enabled = true
1638
1639 ; How many threads to keep alive even if nothing is happening
1640 MinThreads = 2
1641
1642 ; How many threads to start at maximum load
1643 MaxThreads = 100
1644
1645 ; Time a thread must be idle (in seconds) before it dies
1646 IdleTimeout = 60
1647
1648 ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
1649 Priority = "BelowNormal"
1650
1651 ; Maximum number of events to queue for a script (excluding timers)
1652 MaxScriptEventQueue = 300
1653
1654 ; Stack size per thread created
1655 ThreadStackSize = 262144
1656
1657 ; Set this to true (the default) to load each script into a separate
1658 ; AppDomain. Setting this to false will load all script assemblies into the
1659 ; current AppDomain, which will reduce the per-script overhead at the
1660 ; expense of reduced security and the inability to garbage collect the
1661 ; script assemblies
1662 AppDomainLoading = true
1663
1664 ; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
1665 ; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
1666 ; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
1667 ; by scripts have changed.
1668 ; DeleteScriptsOnStartup = false
1669
1670 ; Controls whether scripts are stopped by aborting their threads externally (abort)
1671 ; or by co-operative checks inserted by OpenSimulator into compiled script (co-op).
1672 ; co-op will be more stable as aborting threads can cause instability.
1673 ; abort was the default option in OpenSimulator 0.8 and before.
1674 ; If this setting is changed between co-op and abort, then existing scripts will automatically be recompiled if necessary.
1675 ; However, the setting change will not take affect until the next time you restart the simulator.
1676 ; Setting changes will not affect state information stored for scripts.
1677 ScriptStopStrategy = co-op
1678
1679 ; Rate to poll for asynchronous command replies (ms)
1680 ; currently unused
1681 ;AsyncLLCommandLoopms = 50
1682
1683 ; Save the source of all compiled scripts
1684 WriteScriptSourceToDebugFile = false
1685
1686 ; Default language for scripts
1687 DefaultCompileLanguage = lsl
1688
1689 ; List of allowed languages (lsl,vb,cs)
1690 ; AllowedCompilers=lsl,cs,vb
1691 ; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
1692 AllowedCompilers=lsl
1693
1694 ; Compile debug info (line numbers) into the script assemblies
1695 CompileWithDebugInformation = true
1696
1697 ; Allow the user of mod* functions. This allows a script to pass messages
1698 ; to a region module via the modSendCommand() function
1699 ; Default is false
1700 AllowMODFunctions = false
1701
1702 ; Allow the use of os* functions (some are dangerous)
1703 AllowOSFunctions = false
1704
1705 ; Allow the user of LightShare functions
1706 AllowLightShareFunctions = false
1707
1708 ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
1709 OSFunctionThreatLevel = VeryLow
1710
1711 ; OS Functions enable/disable
1712 ; For each function, you can add one line, as shown
1713 ; The default for all functions allows them if below threat level
1714
1715 ; true allows the use of the function unconditionally
1716 ; Allow_osSetRegionWaterHeight = true
1717
1718 ; false disables the function completely
1719 ; Allow_osSetRegionWaterHeight = false
1720
1721 ; Comma separated list of UUIDS allows the function for that list of UUIDS
1722 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
1723
1724 ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
1725 ; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel
1726 ; - PARCEL_OWNER: allow if the objectowner is parcelowner
1727 ; - ESTATE_MANAGER: allow if the object owner is a estate manager
1728 ; - ESTATE_OWNER: allow if objectowner is estateowner
1729 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
1730
1731 ; You can also use script creators as the uuid
1732 ; Creators_osSetRegionWaterHeight = <uuid>, ...
1733
1734 ; If both Allow_ and Creators_ are given, effective permissions
1735 ; are the union of the two.
1736
1737 ; Interval (s) between background save of script states
1738 SaveInterval = 120
1739
1740 ; Interval (s) between maintenance runs (0 = disable)
1741 MaintenanceInterval = 10
1742
1743 ; Time a script can spend in an event handler before it is interrupted
1744 EventLimit = 30
1745
1746 ; If a script overruns it's event limit, kill the script?
1747 KillTimedOutScripts = false
1748
1749 ; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested
1750 ; before aborting the thread (such as when an object containing scripts is taken into inventory).
1751 WaitForEventCompletionOnScriptStop = 1000;
1752
1753 ; Sets the multiplier for the scripting delays
1754 ScriptDelayFactor = 1.0
1755
1756 ; The factor the 10 m distances llimits are multiplied by
1757 ScriptDistanceLimitFactor = 1.0
1758
1759 ; Maximum length of notecard line read
1760 ; Increasing this to large values potentially opens
1761 ; up the system to malicious scripters
1762 ; NotecardLineReadCharsMax = 255
1763
1764 ; Minimum settable timer interval. Any timer setting less than this is
1765 ; rounded up to this minimum interval.
1766 ; MinTimerInterval = 0.5
1767
1768 ; Sensor settings
1769 SensorMaxRange = 96.0
1770 SensorMaxResults = 16
1771
1772 ; Allow for llCreateLink and llBreakLink to work without asking for permission
1773 ; only enable this in a trusted environment otherwise you may be subject to hijacking
1774 ; AutomaticLinkPermission = false
1775
1776 ; Disable underground movement of prims (default true); set to
1777 ; false to allow script controlled underground positioning of
1778 ; prims
1779 ; DisableUndergroundMovement = true
1780
1781 ;; Path to script assemblies
1782 ; ScriptEnginesPath = "ScriptEngines"
1783
1784
1785[Concierge]
1786 ; Enable concierge module
1787 ; Default is false
1788 enabled = false
1789
1790 ; name of the concierge
1791 whoami = "jeeves"
1792
1793 ; password for updating the welcome message templates via XmlRpc
1794 password = SECRET
1795
1796 ; regex specifying for which regions concierge service is desired; if
1797 ; empty, then for all
1798 regions = "^MeetingSpace-"
1799
1800 ; for each region that matches the regions regexp you can provide
1801 ; (optionally) a welcome template using format substitution:
1802 ; {0} is replaced with the name of the avatar entering the region
1803 ; {1} is replaced with the name of the region
1804 ; {2} is replaced with the name of the concierge (whoami variable above)
1805
1806 welcomes = /path/to/welcome/template/directory
1807
1808 ; Concierge can send attendee lists to an event broker whenever an
1809 ; avatar enters or leaves a concierged region. the URL is subject
1810 ; to format substitution:
1811 ; {0} is replaced with the region's name
1812 ; {1} is replaced with the region's UUID
1813 broker = "http://broker.place.com/{1}"
1814
1815
1816[MRM]
1817 ; Enables the Mini Region Modules Script Engine.
1818 ; default is false
1819 Enabled = false
1820
1821 ; Runs MRM in a Security Sandbox
1822 ; WARNING: DISABLING IS A SECURITY RISK.
1823 Sandboxed = true
1824
1825 ; The level sandbox to use, adjust at your OWN RISK.
1826 ; Valid values are:
1827 ; * FullTrust
1828 ; * SkipVerification
1829 ; * Execution
1830 ; * Nothing
1831 ; * LocalIntranet
1832 ; * Internet
1833 ; * Everything
1834 SandboxLevel = "Internet"
1835
1836 ; Only allow Region Owners to run MRMs
1837 ; May represent a security risk if you disable this.
1838 OwnerOnly = true
1839
1840
1841[Hypergrid]
1842 ; Keep it false for now. Making it true requires the use of a special client in order to access inventory
1843 safemode = false
1844
1845
1846[VivoxVoice]
1847 ; The VivoxVoice module will allow you to provide voice on your
1848 ; region(s). It uses the same voice technology as the LL grid and
1849 ; works with recent LL clients (we have tested 1.22.9.110075, so
1850 ; anything later ought to be fine as well).
1851 ;
1852 ; For this to work you need to obtain an admin account from Vivox
1853 ; that allows you to create voice accounts and region channels.
1854
1855 enabled = false
1856
1857 ; vivox voice server
1858 vivox_server = www.foobar.vivox.com
1859
1860 ; vivox SIP URI
1861 vivox_sip_uri = foobar.vivox.com
1862
1863 ; vivox admin user name
1864 vivox_admin_user = DeepThroat
1865
1866 ; vivox admin password
1867 vivox_admin_password = VoiceG4te
1868
1869 ; channel type: "channel" or "positional"
1870 ; - positional: spatial sound (default)
1871 ; - channel: normal "conference call", no spatial sound
1872 ;vivox_channel_type = positional
1873
1874 ; channel characteristics (unless you know what you are doing, i'd
1875 ; leave them as they are --- now you WILL muck around with them,
1876 ; huh? sigh)
1877
1878 ; channel distance model:
1879 ; 0 - no attenuation
1880 ; 1 - inverse distance attenuation
1881 ; 2 - linear attenuation (default)
1882 ; 3 - exponential attenuation
1883 ;vivox_channel_distance_model = 2
1884
1885 ; channel mode:
1886 ; - "open" (default)
1887 ; - "lecture"
1888 ; - "presentation"
1889 ; - "auditorium"
1890 ;vivox_channel_mode = "open"
1891
1892 ; channel roll off: rate of attenuation
1893 ; - a value between 1.0 and 4.0, default is 2.0
1894 ;vivox_channel_roll_off = 2.0
1895
1896 ; channel max range: distance at which channel is silent
1897 ; - a value between 0 and 160, default is 80
1898 ;vivox_channel_max_range = 80
1899
1900 ; channel clamping distance: distance before attenuation applies
1901 ; - a value between 0 and 160, default is 10
1902 ;vivox_channel_clamping_distance = 10
1903
1904
1905[Groups]
1906 Enabled = false
1907
1908 ; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really
1909 ; apply to the Flotsam/SimianGrid GroupsModule
1910 Module = Default
1911
1912 ; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
1913 ; or from the SimianGrid project at http://code.google.com/p/openmetaverse
1914 ;Module = GroupsModule
1915
1916 ; Enable Group Notices
1917 ;NoticesEnabled = true
1918
1919 ; This makes the Group module very chatty on the console.
1920 DebugEnabled = false
1921
1922 ; This makes the Groups Messaging module very chatty on the console.
1923 DebugMessagingEnabled = false
1924
1925 ; Groups data is cached for this number of seconds before another request is made to the groups service
1926 ; Set to 0 to disable the cache.
1927 ; Default is 30 seconds
1928 GroupsCacheTimeout = 30
1929
1930 ; Specify which messaging module to use for groups messaging and if it's enabled
1931 MessagingModule = GroupsMessagingModule
1932 ;MessagingEnabled = true
1933
1934 ; Experimental option to only message cached online users rather than all users
1935 ; Should make large group with few online members messaging faster, as the expense of more calls to ROBUST presence service
1936 ; (Flotsam groups only; in V2 this is always on)
1937 MessageOnlineUsersOnly = false
1938
1939 ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
1940
1941 ; SimianGrid Service for Groups
1942 ;ServicesConnectorModule = SimianGroupsServicesConnector
1943 ;GroupsServerURI = http://mygridserver.com:82/Grid/
1944
1945 ; Flotsam XmlRpc Service for Groups
1946 ;ServicesConnectorModule = XmlRpcGroupsServicesConnector
1947 ;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php
1948
1949 ; XmlRpc Security settings. These must match those set on your backend groups service if the service is using these keys
1950 ;XmlRpcServiceReadKey = 1234
1951 ;XmlRpcServiceWriteKey = 1234
1952
1953 ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
1954 ; this is a work around fora problem discovered on some Windows based region servers.
1955 ; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
1956 ; System.Net.WebException: The request was aborted: The request was canceled.
1957 ; XmlRpcDisableKeepAlive = false
1958
1959 ; Minimum user level required to create groups
1960 ;LevelGroupCreate = 0
1961
1962
1963[PacketPool]
1964 ;RecyclePackets = true;
1965 ;RecycleDataBlocks = true;
1966
1967 ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets.
1968 ; This reduces data churn
1969 RecycleBaseUDPPackets = true
1970
1971
1972[InterestManagement]
1973 ; This section controls how state updates are prioritized for each client
1974 ; Valid values are BestAvatarResponsiveness, Time, Distance,
1975 ; SimpleAngularDistance, and FrontBack
1976 UpdatePrioritizationScheme = BestAvatarResponsiveness
1977 ReprioritizationEnabled = true
1978 ReprioritizationInterval = 2000.0
1979 RootReprioritizationDistance = 10.0
1980 ChildReprioritizationDistance = 20.0
1981
1982 ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in the same region
1983 ; Updates will always be sent to the avatar that the update addresses and if av velocity is effectively zero (to prevent drift due to missing updates).
1984 ; n > 1 will reduce UDP traffic but will lead to laggier movement observed in other avatars.
1985 RootTerseUpdatePeriod = 0
1986
1987 ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in another region
1988 ; n > 1 will reduce UDP traffic but may lead to laggier movement observed in other avatars, though values up to 4 may not generate a noticeable effect.
1989 ChildTerseUpdatePeriod = 0
1990
1991 ; Send an update to clients if the difference from the last sent avatar position is greater than this tolerance
1992 RootPositionUpdateTolerance = 0.05
1993
1994 ; Send an update to clients if the euclidian difference from the last sent avatar rotation is greater than this tolerance
1995 RootRotationUpdateTolerance = 0.1
1996
1997 ; Send an update to clients if the difference from the last sent avatar velocity is greater than this tolerance
1998 RootVelocityUpdateTolerance = 0.001
1999
2000[Monitoring]
2001 ; Enable region monitoring
2002 ; If true, this will print out an error if more than a minute has passed since the last simulator frame
2003 ; Also is another source of region statistics provided via the regionstats URL
2004 Enabled = true
2005
2006
2007[WebStats]
2008 ; View region statistics via a web page
2009 ; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
2010 ; Use a web browser and type in the "Login URI" + "/SStats/"
2011 ; For example- http://127.0.0.1:9000/SStats/
2012 ; enabled=false
2013
2014[Statistics]
2015 ; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames
2016 ; to include in the averaging calculations
2017 NumberOfFrames=10
2018
2019[MediaOnAPrim]
2020 ; Enable media on a prim facilities
2021 Enabled = true;
2022
2023
2024[NPC]
2025 ;; Enable Non Player Character (NPC) facilities
2026 Enabled = false
2027
2028
2029[Terrain]
2030 ; Values can be "pinhead-island" or "flat"
2031 InitialTerrain = "pinhead-island"
2032 ; If 'true' each avatar is only sent terrain patches within their view distance
2033 ; This also changes the region terrain loading from 'lawn mower' to ordered around
2034 ; the avatar outward.
2035 SendTerrainUpdatesByViewDistance = True
2036
2037[LandManagement]
2038 ; When editing terrain or objects, parcel layer info is updated in the viewer.
2039 ; This can be expensive for large regions. If this variable is 'true', only the
2040 ; parcel layer data around the area of interest is sent. The parcel layer info
2041 ; is sent for 'ParcelLayerViewDistance' around the interest point.
2042 ; If 'ParcelLayerViewDistance' is >= 128, the operation for legacy sized regions
2043 ; will be what it has always been (send the whole region's parcel layer info).
2044 ; Other parcel updates (login, changing parcel ownership, ...) will still send
2045 ; whole region.
2046 LimitParcelLayerUpdateDistance = true
2047 ParcelLayerViewDistance = 128
2048
2049;;
2050;; If you are using a simian grid frontend you can enable
2051;; this module to upload tile images for the mapping fn
2052;;
2053[SimianGridMaptiles]
2054 Enabled = False
2055 MaptileURL = "http://www.mygrid.com/Grid/"
2056 RefreshTime = 3600
2057
2058
2059;;
2060;; JsonStore module provides structured store for scripts
2061;;
2062[JsonStore]
2063 Enabled = False
2064
2065 ;; Enable direct access to the SOP dynamic attributes
2066 EnableObjectStore = False
2067 MaxStringSpace = 0
2068
2069
2070;;
2071;; These are defaults that are overwritten below in [Architecture].
2072;; These defaults allow OpenSim to work out of the box with
2073;; zero configuration
2074;;
2075[AssetService]
2076 DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
2077 AssetLoaderArgs = "assets/AssetSets.xml"
2078
2079 ; Disable this to prevent the default asset set from being inserted into the
2080 ; asset store each time the region starts
2081 AssetLoaderEnabled = true
2082
2083
2084[GridService]
2085 ;; default standalone, overridable in StandaloneCommon.ini
2086 StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
2087
2088
2089[AutoBackupModule]
2090 ;; default is module is disabled at the top level
2091 AutoBackupModuleEnabled = false
2092
2093
2094[Sounds]
2095 ;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule}
2096 Module = OpenSim.Region.CoreModules.dll:SoundModule
2097
2098 ;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0}
2099 MaxDistance = 100.0
2100
2101
2102[ServiceThrottle]
2103 ;; Default time interval (in ms) for the throttle service thread to wake up
2104 Interval = 5000
2105
2106[Dwell]
2107 ;; This enables the built in basic dwell module
2108 DwellModule = DefaultDwellModule
2109
2110[Modules]
2111 Include-modules = "addon-modules/*/config/*.ini"
2112