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-rw-r--r--bin/OpenSimDefaults.ini56
1 files changed, 37 insertions, 19 deletions
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 4a89fe2..4a3104e 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -919,54 +919,72 @@
919 ; ## Joint support 919 ; ## Joint support
920 ; ## 920 ; ##
921 921
922 ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. 922 ; If you would like physics joints to be enabled through a special naming
923 ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) 923 ; convention in the client, set this to true.
924 ; default is false 924 ; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
925 ; Default is false
925 ;use_NINJA_physics_joints = true 926 ;use_NINJA_physics_joints = true
926 927
927 ; ## 928 ; ##
928 ; ## additional meshing options 929 ; ## additional meshing options
929 ; ## 930 ; ##
930 931
931 ; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and 932 ; Physical collision mesh proxies are normally created for complex prim shapes,
932 ; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to 933 ; and collisions for simple boxes and spheres are computed algorithmically.
933 ; true. Note that this will increase memory usage and region startup time. Default is false. 934 ; If you would rather have mesh proxies for simple prims, you can set this to
935 ; true. Note that this will increase memory usage and region startup time.
936 ; Default is false.
934 ;force_simple_prim_meshing = true 937 ;force_simple_prim_meshing = true
935 938
936[BulletSim] 939[BulletSim]
937 ; All the BulletSim parameters can be displayed with the console command "physics get all" 940 ; All the BulletSim parameters can be displayed with the console command
938 ; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. 941 ; "physics get all" and all are defined in the source file
942 ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
939 943
940 ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll 944 ; There are two bullet physics libraries, bulletunmanaged is the default and is a
941 ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster. 945 ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality
946 ; but the c++ one is much faster.
942 BulletEngine = "bulletunmanaged" 947 BulletEngine = "bulletunmanaged"
943 ; BulletEngine = "bulletxna" 948 ; BulletEngine = "bulletxna"
944 949
945 ; Terrain Implementation 950 ; BulletSim can run on its own thread independent of the simulator's heartbeat
946 TerrainImplementation = 1 ; 0=Heightfield, 1=mesh 951 ; thread. Enabling this will nto let the physics engine slow down avatar movement, etc.
947 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2' 952 UseSeparatePhysicsThread = false
948 ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory. 953
954 ; Terrain implementation can use either Bullet's heightField or BulletSim can build
955 ; a mesh. 0=heightField, 1=mesh
956 TerrainImplementation = 1
957 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
958 ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
959 ; magnification uses lots of memory.
949 TerrainMeshMagnification = 2 960 TerrainMeshMagnification = 2
950 961
951 ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height 962 ; Avatar physics height adjustments.
963 ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
952 AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range 964 AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range
953 AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range 965 AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range
954 AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range 966 AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range
955 967
956 ; Default linkset implmentation 968 ; Default linkset implmentation
957 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound 969 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
958 ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time. 970 ; builds a compound shape from the children shapes to create a single physical
971 ; shape. 'Compound' uses a lot less CPU time.
959 LinkImplementation = 1 ; 0=constraint, 1=compound 972 LinkImplementation = 1 ; 0=constraint, 1=compound
960 973
974 ; If 'true', offset a linkset's origin based on mass of linkset parts.
975 LinksetOffsetCenterOfMass = false
976
961 ; If 'true', turn scuplties into meshes 977 ; If 'true', turn scuplties into meshes
962 MeshSculptedPrim = true 978 MeshSculptedPrim = true
963 979
964 ; If 'true', force simple prims (box and sphere) to be meshed 980 ; If 'true', force simple prims (box and sphere) to be meshed
965 ; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres 981 ; If 'false', the Bullet native special case shape is used for square rectangles
982 ; and even dimensioned spheres.
966 ForceSimplePrimMeshing = false 983 ForceSimplePrimMeshing = false
967 984
968 ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. 985 ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
969 ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through. 986 ; Happens often in sculpties. If turned off, there will be some doorways
987 ; that cannot be walked through.
970 ShouldRemoveZeroWidthTriangles = true 988 ShouldRemoveZeroWidthTriangles = true
971 989
972 ; If 'true', use convex hull definition in mesh asset if present. 990 ; If 'true', use convex hull definition in mesh asset if present.