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-rw-r--r--bin/OpenSimDefaults.ini70
1 files changed, 38 insertions, 32 deletions
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index a5a43b1..3a961d6 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -373,6 +373,19 @@
373 AllowRegionRestartFromClient = true 373 AllowRegionRestartFromClient = true
374 374
375 375
376[UserProfiles]
377 ;# {ProfileURL} {} {Set url to UserProfilesService} {}
378 ;; Set the value of the url to your UserProfilesService
379 ;; If un-set / "" the module is disabled
380 ;; If the ProfileURL is not set, then very BASIC
381 ;; profile support will be configured. If the ProfileURL is set to a
382 ;; valid URL, then full profile support will be configured. The URL
383 ;; points to your grid's Robust user profiles service
384 ;;
385 ; ProfileURL = http://127.0.0.1:9000
386
387
388
376[SMTP] 389[SMTP]
377 enabled = false 390 enabled = false
378 391
@@ -917,56 +930,49 @@
917 ;force_simple_prim_meshing = true 930 ;force_simple_prim_meshing = true
918 931
919[BulletSim] 932[BulletSim]
920 ; World parameters 933 ; All the BulletSim parameters can be displayed with the console command "physics get all"
934 ; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
921 935
922 ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll 936 ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll
923 ; bulletxna is a managed C# dll. They have comparible functionality.. the c++ is much faster. 937 ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster.
924
925 BulletEngine = "bulletunmanaged" 938 BulletEngine = "bulletunmanaged"
926 ; BulletEngine = "bulletxna" 939 ; BulletEngine = "bulletxna"
927 940
928 ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine, 941 ; Terrain Implementation
929 ; you will want to switch to the heightfield option 942 TerrainImplementation = 1 ; 0=Heightfield, 1=mesh
930 TerrainImplementation = 1 943 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2'
931 ; TerrainImplementation = 0 944 ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory.
932 945 TerrainMeshMagnification = 2
933 Gravity = -9.80665
934 946
935 TerrainFriction = 0.30 947 ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
936 TerrainHitFraction = 0.8 948 AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range
937 TerrainRestitution = 0 949 AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range
938 TerrainCollisionMargin = 0.04 950 AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range
939 951
940 AvatarFriction = 0.2 952 ; Default linkset implmentation
941 AvatarStandingFriction = 0.95 953 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound
942 AvatarRestitution = 0.0 954 ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time.
943 AvatarDensity = 3.5
944 AvatarCapsuleWidth = 0.6
945 AvatarCapsuleDepth = 0.45
946 AvatarCapsuleHeight = 1.5
947 AvatarContactProcessingThreshold = 0.1
948
949 MaxObjectMass = 10000.01
950
951 CollisionMargin = 0.04
952
953 ; Linkset implmentation
954 LinkImplementation = 1 ; 0=constraint, 1=compound 955 LinkImplementation = 1 ; 0=constraint, 1=compound
955 956
956 ; Whether to mesh sculpties 957 ; If 'true', turn scuplties into meshes
957 MeshSculptedPrim = true 958 MeshSculptedPrim = true
958 959
959 ; If 'true', force simple prims (box and sphere) to be meshed 960 ; If 'true', force simple prims (box and sphere) to be meshed
961 ; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres
960 ForceSimplePrimMeshing = false 962 ForceSimplePrimMeshing = false
961 963
962 ; Bullet step parameters 964 ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
963 MaxSubSteps = 10 965 ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through.
964 FixedTimeStep = .01667 966 ShouldRemoveZeroWidthTriangles = true
967
968 ; If 'true', use convex hull definition in mesh asset if present.
969 ShouldUseAssetHulls = true
965 970
971 ; If there are thousands of physical objects, these maximums should be increased.
966 MaxCollisionsPerFrame = 2048 972 MaxCollisionsPerFrame = 2048
967 MaxUpdatesPerFrame = 8192 973 MaxUpdatesPerFrame = 8192
968 974
969 ; Detailed physics debug logging 975 ; Detailed physics debug logging. Very verbose.
970 PhysicsLoggingEnabled = False 976 PhysicsLoggingEnabled = False
971 PhysicsLoggingDir = "." 977 PhysicsLoggingDir = "."
972 VehicleLoggingEnabled = False 978 VehicleLoggingEnabled = False