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-rw-r--r--bin/OpenSimDefaults.ini255
1 files changed, 137 insertions, 118 deletions
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 54f252e..a712338 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -1,7 +1,6 @@
1; This file contains defaults for various settings in OpenSimulator. These can be overriden 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). 2; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
3 3
4
5[Startup] 4[Startup]
6 ; Console prompt 5 ; Console prompt
7 ; Certain special characters can be used to customize the prompt 6 ; Certain special characters can be used to customize the prompt
@@ -217,10 +216,10 @@
217 ; to false if you have compatibility problems. 216 ; to false if you have compatibility problems.
218 ;CacheSculptMaps = true 217 ;CacheSculptMaps = true
219 218
220 ; Choose one of the physics engines below 219 ; Choose one of the physics engines below.
221 ; OpenDynamicsEngine is by some distance the most developed physics engine 220 ; OpenDynamicsEngine is by some distance the most developed physics engine.
222 ; basicphysics effectively does not model physics at all, making all objects phantom 221 ; BulletSim is a high performance, up-and-coming physics engine.
223 222 ; basicphysics effectively does not model physics at all, making all objects phantom.
224 physics = OpenDynamicsEngine 223 physics = OpenDynamicsEngine
225 ;physics = basicphysics 224 ;physics = basicphysics
226 ;physics = POS 225 ;physics = POS
@@ -228,6 +227,73 @@
228 ;physics = BulletSim 227 ;physics = BulletSim
229 228
230 ; ## 229 ; ##
230 ; ## SCRIPT ENGINE
231 ; ##
232
233 DefaultScriptEngine = "XEngine"
234
235 ; ##
236 ; ## EMAIL MODULE
237 ; ##
238
239 ;emailmodule = DefaultEmailModule
240
241 ; ##
242 ; ## ANIMATIONS
243 ; ##
244
245 ; If enabled, enableFlySlow will change the primary fly state to
246 ; FLYSLOW, and the "always run" state will be the regular fly.
247 enableflyslow = false
248
249 ; PreJump is an additional animation state, but it probably
250 ; won't look right until the physics engine supports it
251 ; (i.e delays takeoff for a moment)
252
253 ; Simulator Stats URI
254 ; Enable JSON simulator data by setting a URI name (case sensitive)
255 ; Stats_URI = "jsonSimStats"
256
257 ; Make OpenSim start all regions woth logins disabled. They will need
258 ; to be enabled from the console if this is set
259 ; StartDisabled = false
260
261 ; Image decoding. Use CSJ2K for layer boundary decoding if true,
262 ; OpenJPEG if false
263 ; UseCSJ2K = true
264
265 ; Use "Trash" folder for items deleted from the scene
266 ; When set to True (the default) items deleted from the scene will be
267 ; stored in the user's trash or lost and found folder. When set to
268 ; False items will be removed from the scene permanently
269 UseTrashOnDelete = True
270
271
272[Map]
273 ;WorldMapModule = "WorldMap"
274 ;MapImageModule = "MapImageModule"
275
276 ; World map blacklist timeout in seconds
277 ;BlacklistTimeout = 600
278
279 ; Set to false to not generate any maptiles
280 ;GenerateMaptiles = true
281
282 ; Refresh (in seconds) the map tile periodically
283 ;MaptileRefresh = 0
284
285 ; If not generating maptiles, use this static texture asset ID
286 ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
287
288 ; Draw objects on maptile. This step might take a long time if you've got a large number of
289 ; objects, so you can turn it off here if you'd like.
290 DrawPrimOnMapTile = true
291
292 ; Use terrain texture for maptiles if true, use shaded green if false
293 TextureOnMapTile = true
294
295[Permissions]
296 ; ##
231 ; ## PERMISSIONS 297 ; ## PERMISSIONS
232 ; ## 298 ; ##
233 299
@@ -275,74 +341,6 @@
275 ; Minimum user level required to upload assets 341 ; Minimum user level required to upload assets
276 ;LevelUpload = 0 342 ;LevelUpload = 0
277 343
278 ; ##
279 ; ## SCRIPT ENGINE
280 ; ##
281
282 DefaultScriptEngine = "XEngine"
283
284 ; ##
285 ; ## WORLD MAP
286 ; ##
287
288 ;WorldMapModule = "WorldMap"
289 ;MapImageModule = "MapImageModule"
290
291 ; World map blacklist timeout in seconds
292 ;BlacklistTimeout = 600
293
294 ; Set to false to not generate any maptiles
295 ;GenerateMaptiles = true
296
297 ; Refresh (in seconds) the map tile periodically
298 ;MaptileRefresh = 0
299
300 ; If not generating maptiles, use this static texture asset ID
301 ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
302
303 ; Draw objects on maptile. This step might take a long time if you've got a large number of
304 ; objects, so you can turn it off here if you'd like.
305 DrawPrimOnMapTile = true
306
307 ; Use terrain texture for maptiles if true, use shaded green if false
308 TextureOnMapTile = true
309
310 ; ##
311 ; ## EMAIL MODULE
312 ; ##
313
314 ;emailmodule = DefaultEmailModule
315
316 ; ##
317 ; ## ANIMATIONS
318 ; ##
319
320 ; If enabled, enableFlySlow will change the primary fly state to
321 ; FLYSLOW, and the "always run" state will be the regular fly.
322 enableflyslow = false
323
324 ; PreJump is an additional animation state, but it probably
325 ; won't look right until the physics engine supports it
326 ; (i.e delays takeoff for a moment)
327
328 ; Simulator Stats URI
329 ; Enable JSON simulator data by setting a URI name (case sensitive)
330 ; Stats_URI = "jsonSimStats"
331
332 ; Make OpenSim start all regions woth logins disabled. They will need
333 ; to be enabled from the console if this is set
334 ; StartDisabled = false
335
336 ; Image decoding. Use CSJ2K for layer boundary decoding if true,
337 ; OpenJPEG if false
338 ; UseCSJ2K = true
339
340 ; Use "Trash" folder for items deleted from the scene
341 ; When set to True (the default) items deleted from the scene will be
342 ; stored in the user's trash or lost and found folder. When set to
343 ; False items will be removed from the scene permanently
344 UseTrashOnDelete = True
345
346 344
347[RegionReady] 345[RegionReady]
348 ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled 346 ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
@@ -364,6 +362,12 @@
364 ; alert_uri = "http://myappserver.net/my_handler/" 362 ; alert_uri = "http://myappserver.net/my_handler/"
365 363
366 364
365[EstateManagement]
366 ; If false, then block any region restart requests from the client even if they are otherwise valid.
367 ; Default is true
368 AllowRegionRestartFromClient = true
369
370
367[SMTP] 371[SMTP]
368 enabled = false 372 enabled = false
369 373
@@ -898,17 +902,29 @@
898 902
899[BulletSim] 903[BulletSim]
900 ; World parameters 904 ; World parameters
901 DefaultFriction = 0.50 905
902 DefaultDensity = 10.000006836 906 ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll
903 DefaultRestitution = 0.0 907 ; bulletxna is a managed C# dll. They have comparible functionality.. the c++ is much faster.
908
909 BulletEngine = "bulletunmanaged"
910 ; BulletEngine = "bulletxna"
911
912 ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine,
913 ; you will want to switch to the heightfield option
914 TerrainImplementation = 1
915 ; TerrainImplementation = 0
916
904 Gravity = -9.80665 917 Gravity = -9.80665
905 918
906 TerrainFriction = 0.50 919 TerrainFriction = 0.30
907 TerrainHitFriction = 0.8 920 TerrainHitFraction = 0.8
908 TerrainRestitution = 0 921 TerrainRestitution = 0
922 TerrainCollisionMargin = 0.04
923
909 AvatarFriction = 0.2 924 AvatarFriction = 0.2
925 AvatarStandingFriction = 0.95
910 AvatarRestitution = 0.0 926 AvatarRestitution = 0.0
911 AvatarDensity = 60.0 927 AvatarDensity = 3.5
912 AvatarCapsuleWidth = 0.6 928 AvatarCapsuleWidth = 0.6
913 AvatarCapsuleDepth = 0.45 929 AvatarCapsuleDepth = 0.45
914 AvatarCapsuleHeight = 1.5 930 AvatarCapsuleHeight = 1.5
@@ -916,30 +932,10 @@
916 932
917 MaxObjectMass = 10000.01 933 MaxObjectMass = 10000.01
918 934
919 ; Dynamic parameters 935 CollisionMargin = 0.04
920 LinearDamping = 0.0
921 AngularDamping = 0.0
922 DeactivationTime = 0.2
923 LinearSleepingThreshold = 0.8
924 AngularSleepingThreshold = 1.0
925 CcdMotionThreshold = 0.0
926 CcdSweptSphereRadius = 0.0
927 ContactProcessingThreshold = 0.1
928 ; If setting a pool size, also disable dynamic allocation (default pool size is 4096 with dynamic alloc)
929 MaxPersistantManifoldPoolSize = 0
930 ShouldDisableContactPoolDynamicAllocation = False
931 ShouldForceUpdateAllAabbs = False
932 ShouldRandomizeSolverOrder = True
933 ShouldSplitSimulationIslands = True
934 ShouldEnableFrictionCaching = False
935 NumberOfSolverIterations = 0
936
937 ; Linkset constraint parameters
938 LinkConstraintUseFrameOffset = False
939 LinkConstraintEnableTransMotor = True
940 LinkConstraintTransMotorMaxVel = 5.0
941 LinkConstraintTransMotorMaxForce = 0.1
942 936
937 ; Linkset implmentation
938 LinkImplementation = 1 ; 0=constraint, 1=compound
943 939
944 ; Whether to mesh sculpties 940 ; Whether to mesh sculpties
945 MeshSculptedPrim = true 941 MeshSculptedPrim = true
@@ -947,14 +943,6 @@
947 ; If 'true', force simple prims (box and sphere) to be meshed 943 ; If 'true', force simple prims (box and sphere) to be meshed
948 ForceSimplePrimMeshing = false 944 ForceSimplePrimMeshing = false
949 945
950 ; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail
951 MeshLevelOfDetail = 8
952 ; if mesh size is > threshold meters, we need to add more detail because people will notice
953 MeshLevelOfDetailMegaPrimThreshold = 10
954 MeshLevelOfDetailMegaPrim = 16
955 ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
956 SculptLevelOfDetail = 32
957
958 ; Bullet step parameters 946 ; Bullet step parameters
959 MaxSubSteps = 10 947 MaxSubSteps = 10
960 FixedTimeStep = .01667 948 FixedTimeStep = .01667
@@ -966,6 +954,7 @@
966 PhysicsLoggingEnabled = False 954 PhysicsLoggingEnabled = False
967 PhysicsLoggingDir = "." 955 PhysicsLoggingDir = "."
968 VehicleLoggingEnabled = False 956 VehicleLoggingEnabled = False
957
969 958
970[RemoteAdmin] 959[RemoteAdmin]
971 enabled = false 960 enabled = false
@@ -1116,6 +1105,17 @@
1116 1105
1117 ;exclude_list=User 1,User 2,User 3 1106 ;exclude_list=User 1,User 2,User 3
1118 1107
1108 ;;Shows modal alertbox for entering agent on IRC enabled regions
1109 ;;
1110 ;; Enable Alert, default = false
1111 ;alert_show = false
1112 ;;
1113 ;; Show IRC serverinfo, default = true
1114 ;alert_show_serverinfo = true
1115 ;;
1116 ;alert_msg_pre = "This region is linked to Irc."
1117 ;alert_msg_post = "Everything you say in public chat can be listened."
1118
1119 1119
1120; The following settings control the progression of daytime 1120; The following settings control the progression of daytime
1121; in the Sim. The defaults are the same as the commented out settings 1121; in the Sim. The defaults are the same as the commented out settings
@@ -1297,6 +1297,20 @@
1297 ; script assemblies 1297 ; script assemblies
1298 AppDomainLoading = true 1298 AppDomainLoading = true
1299 1299
1300 ; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
1301 ; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
1302 ; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
1303 ; by scripts have changed.
1304 ; DeleteScriptsOnStartup = false
1305
1306 ; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
1307 ; co-op will be more stable but this option is currently experimental.
1308 ; If moving from co-op to abort, existing script DLLs will need to be recompiled.
1309 ; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
1310 ; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
1311 ; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
1312 ScriptStopStrategy = abort
1313
1300 ; Rate to poll for asynchronous command replies (ms) 1314 ; Rate to poll for asynchronous command replies (ms)
1301 ; currently unused 1315 ; currently unused
1302 ;AsyncLLCommandLoopms = 50 1316 ;AsyncLLCommandLoopms = 50
@@ -1367,6 +1381,10 @@
1367 ; If a script overruns it's event limit, kill the script? 1381 ; If a script overruns it's event limit, kill the script?
1368 KillTimedOutScripts = false 1382 KillTimedOutScripts = false
1369 1383
1384 ; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested
1385 ; before aborting the thread (such as when an object containing scripts is taken into inventory).
1386 WaitForEventCompletionOnScriptStop = 1000;
1387
1370 ; Sets the multiplier for the scripting delays 1388 ; Sets the multiplier for the scripting delays
1371 ScriptDelayFactor = 1.0 1389 ScriptDelayFactor = 1.0
1372 1390
@@ -1378,6 +1396,10 @@
1378 ; up the system to malicious scripters 1396 ; up the system to malicious scripters
1379 ; NotecardLineReadCharsMax = 255 1397 ; NotecardLineReadCharsMax = 255
1380 1398
1399 ; Minimum settable timer interval. Any timer setting less than this is
1400 ; rounded up to this minimum interval.
1401 ; MinTimerInterval = 0.5
1402
1381 ; Sensor settings 1403 ; Sensor settings
1382 SensorMaxRange = 96.0 1404 SensorMaxRange = 96.0
1383 SensorMaxResults = 16 1405 SensorMaxResults = 16
@@ -1394,12 +1416,6 @@
1394 ;; Path to script assemblies 1416 ;; Path to script assemblies
1395 ; ScriptEnginesPath = "ScriptEngines" 1417 ; ScriptEnginesPath = "ScriptEngines"
1396 1418
1397 ; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
1398 ; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
1399 ; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
1400 ; by scripts have changed.
1401 ; DeleteScriptsOnStartup = false
1402
1403 1419
1404[Concierge] 1420[Concierge]
1405 ; Enable concierge module 1421 ; Enable concierge module
@@ -1582,8 +1598,7 @@
1582 1598
1583 ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets. 1599 ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets.
1584 ; This reduces data churn 1600 ; This reduces data churn
1585 ; This setting is currently experimental and defaults to false. 1601 RecycleBaseUDPPackets = true
1586 RecycleBaseUDPPackets = false;
1587 1602
1588 1603
1589[InterestManagement] 1604[InterestManagement]
@@ -1636,6 +1651,10 @@
1636[JsonStore] 1651[JsonStore]
1637Enabled = False 1652Enabled = False
1638 1653
1654;; Enable direct access to the SOP dynamic attributes
1655EnableObjectStore = False
1656MaxStringSpace = 0
1657
1639;; 1658;;
1640;; These are defaults that are overwritten below in [Architecture]. 1659;; These are defaults that are overwritten below in [Architecture].
1641;; These defaults allow OpenSim to work out of the box with 1660;; These defaults allow OpenSim to work out of the box with