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1;; This is the main configuration file for OpenSimulator.
2
3;; See OpenSimDefaults.ini for the defaults, and more options.
4
5;; The settings in this file are in the form "<key> = <value>". For example,
6;; save_crashes = false in the [Startup] section below.
7;;
8;; All settings are initially commented out and the default value used, as
9;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
10;; deleting the initial semicolon (;) and then change the value. This will
11;; override the value in OpenSimDefaults.ini
12;;
13;; If you want to find out what configuration OpenSimulator has finished with
14;; once all the configuration files are loaded then type "config show" on the
15;; region console command line.
16;;
17;;
18;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
19;;
20;; All leading white space is ignored, but preserved.
21;;
22;; Double semicolons denote a text comment
23;;
24;; ;# denotes a configuration directive description
25;; formatted as:
26;; {option} {depends on} {question to ask} {choices} default value
27;; Any text comments following the declaration, up to the next blank line.
28;; will be copied to the generated file (NOTE: generation is not yet
29;; implemented)
30;;
31;; A * in the choices list will allow an empty entry.
32;; An empty question will set the default if the dependencies are
33;; satisfied.
34;;
35;; ; denotes a commented out option.
36;; Any options added to OpenSim.ini.example should be initially commented
37;; out.
38
39
40[Includes]
41 ; Define your server specific constants in this file.
42 Include-Common = config.ini
43
44
45[Startup]
46 ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
47 ;; Console prompt
48 ;; Certain special characters can be used to customize the prompt
49 ;; Currently, these are
50 ;; \R - substitute region name
51 ;; \\ - substitute \
52 ; ConsolePrompt = "Region (\R) "
53
54 ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
55 ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
56 ; ConsoleHistoryFileEnabled = true
57
58 ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
59 ;; The history file can be just a filename (relative to OpenSim's bin/ directory
60 ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
61 ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
62
63 ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
64 ;; How many lines of command history should we keep? (default is 100)
65 ; ConsoleHistoryFileLines = 100
66
67 ; Console commands run at startup
68 startup_console_commands_file = "startup_commands.txt"
69
70 ; Console commands run on shutdown
71 shutdown_console_commands_file = "shutdown_commands.txt"
72
73 ; Console commands run every 20 minutes
74 ; timer_Script = "filename"
75
76 ; timer_Script time interval (default 20 min)
77 ; The time is 60 per minute
78 ; timer_Interval = 1200
79
80 ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
81 ;; Increasing the number of undos available number will increase memory usage.
82 ; MaxPrimUndos = 20
83
84 ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
85 ;; Allow compiled script binary code to cross region boundaries.
86 ;; If you set this to "true", any region that can teleport to you can
87 ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
88 ;; YOU HAVE BEEN WARNED!!!
89 ; TrustBinaries = false
90
91 ;; Persistence of changed objects happens during regular sweeps. The
92 ;; following control that behaviour to prevent frequently changing objects
93 ;; from heavily loading the region data store.
94 ;; If both of these values are set to zero then persistence of all changed
95 ;; objects will happen on every sweep.
96
97 ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
98 ;; Objects will be considered for persistance in the next sweep when they
99 ;; have not changed for this number of seconds.
100 ; MinimumTimeBeforePersistenceConsidered = 60
101
102 ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
103 ;; Objects will always be considered for persistance in the next sweep
104 ;; if the first change occurred this number of seconds ago.
105 ; MaximumTimeBeforePersistenceConsidered = 600
106
107 ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
108 ;; if you would like to allow prims to be physical and move by physics
109 ;; with the physical checkbox in the client set this to true.
110 ; physical_prim = true
111
112 ;; Select a mesher here.
113 ;;
114 ;; Meshmerizer properly handles complex prims by using triangle meshes.
115 ;; Note that only the ODE physics engine currently deals with meshed
116 ;; prims in a satisfactory way.
117
118 ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
119 ;; ZeroMesher is faster but leaves the physics engine to model the mesh
120 ;; using the basic shapes that it supports.
121 ;; Usually this is only a box.
122 ;; Default is Meshmerizer
123 ; meshing = Meshmerizer
124 ; meshing = ZeroMesher
125
126 ;; Choose one of the physics engines below
127 ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
128 ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
129 ;; BulletSim supports varregions.
130 ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
131 ;; It continues to provide a workable physics implementation. It does not currently support varregions.
132 ;; basicphysics effectively does not model physics at all, making all objects phantom.
133 ;; Default is BulletSim
134 ; physics = OpenDynamicsEngine
135 ; physics = BulletSim
136 ; physics = basicphysics
137 ; physics = POS
138
139 ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
140 ;; Default script engine to use. Currently, we only have XEngine
141 ; DefaultScriptEngine = "XEngine"
142
143 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
144 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
145 ;; required
146 ; HttpProxy = "http://proxy.com:8080"
147
148 ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
149 ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
150 ;; list of regular expressions for URLs that you don't want to go through
151 ;; the proxy.
152 ;; For example, servers inside your firewall.
153 ;; Separate patterns with a ';'
154 ; HttpProxyExceptions = ".mydomain.com;localhost"
155
156 ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
157 ;; The email module requires some configuration. It needs an SMTP
158 ;; server to send mail through.
159 ; emailmodule = DefaultEmailModule
160
161 ; Simulator statistics are output to the console periodically at debug level INFO.
162 ; Setting this to zero disables this output.
163 ; LogShowStatsSeconds = 0
164
165 ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
166 ;; SpawnPointRouting adjusts the landing for incoming avatars.
167 ;; "closest" will place the avatar at the SpawnPoint located in the closest
168 ;; available spot to the destination (typically map click/landmark).
169 ;; "random" will place the avatar on a randomly selected spawnpoint;
170 ;; "sequence" will place the avatar on the next sequential SpawnPoint
171 ; SpawnPointRouting = closest
172
173 ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
174 ;; TelehubAllowLandmark allows users with landmarks to override telehub
175 ;; routing and land at the landmark coordinates when set to true
176 ;; default is false
177 ; TelehubAllowLandmark = false
178
179
180[Map]
181 ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
182 ;; Map tile options.
183 ;; If true, then maptiles are generated using the MapImageModule below.
184 ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
185 ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
186 ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
187 ; GenerateMaptiles = true
188
189 ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
190 ;; The module to use in order to generate map images.
191 ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
192 ;; generate better images, but leaks memory.
193 ;MapImageModule = "MapImageModule"
194 MapImageModule = "Warp3DImageModule"
195
196 ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
197 ;; If desired, a running region can update the map tiles periodically
198 ;; to reflect building activity. This names no sense of you don't have
199 ;; prims on maptiles. Value is in seconds.
200 ;; NOTE - the management scripts run a map generation after every sim backup.
201 ; MaptileRefresh = 0
202
203 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
204 ;; If not generating maptiles, use this static texture asset ID
205 ;; This may be overridden on a per region basis in Regions.ini
206 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
207
208
209[Permissions]
210 ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
211 ;; This allows users with a UserLevel of 200 or more to assume god
212 ;; powers in the regions in this simulator.
213 ; allow_grid_gods = true
214
215 ;; This allows some control over permissions
216 ;; please note that this still doesn't duplicate SL, and is not intended to
217 ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
218 ;; Allow region owners to assume god powers in their regions
219 ; region_owner_is_god = true
220
221 ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
222 ;; Allow region managers to assume god powers in regions they manage
223 ; region_manager_is_god = true
224
225 ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
226 ;; Allow parcel owners to assume god powers in their parcels
227 ; parcel_owner_is_god = false
228
229 ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
230 ;; More control over permissions
231 ;; This is definitely not SL!
232 ;; Provides a simple control for land owners to give build rights to
233 ;; specific avatars in publicly accessible parcels that disallow object
234 ;; creation in general.
235 ;; Owners specific avatars by adding them to the Access List of the parcel
236 ;; without having to use the Groups feature
237 ; simple_build_permissions = false
238
239
240[RegionReady]
241 ; - send an alert as json to a service
242 ; alert_uri = "http://myappserver.net/my_handler/"
243
244
245[SMTP]
246 ;; The SMTP server enabled the email module to send email to external
247 ;; destinations.
248
249 ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
250 ;; Enable sending email via SMTP
251 ; enabled = false
252
253 ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
254 ; internal_object_host = lsl.opensim.local
255
256 ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
257 ; host_domain_header_from = "127.0.0.1"
258
259 ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
260 ; email_pause_time = 20
261
262 ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
263 ; email_max_size = 4096
264
265 ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
266 ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
267
268 ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
269 ; SMTP_SERVER_PORT = 25
270
271 ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
272 ; SMTP_SERVER_LOGIN = ""
273
274 ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
275 ; SMTP_SERVER_PASSWORD = ""
276
277
278[Network]
279 ;# {ConsoleUser} {} {User name for console account} {}
280 ;; Configure the remote console user here. This will not actually be used
281 ;; unless you use -console=rest at startup.
282 ; ConsoleUser = "Test"
283 ;# {ConsolePass} {} {Password for console account} {}
284 ; ConsolePass = "secret"
285 ;# {console_port} {} {Port for console connections} {} 0
286 ; console_port = 0
287
288 ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
289 ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
290 ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
291 ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
292 ;
293 ; You can whitelist individual endpoints by IP or FQDN, e.g.
294 ;
295 ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
296 ;
297 ; You can specify multiple addresses by separating them with a bar. For example,
298 ;
299 ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
300 ;
301 ; If an address if given without a port number then port 80 is assumed
302 ;
303 ; You can also specify a network range in CIDR notation to whitelist, e.g.
304 ;
305 ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
306 ;
307 ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
308 ; To specify an individual IP address use the /32 netmask
309 ;
310 ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
311 ;
312 ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
313
314 ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
315 ;; Hostname to use in llRequestURL/llRequestSecureURL
316 ;; if not defined - default machine name is being used
317 ;; (on Windows this mean NETBIOS name - useably only inside local network)
318; ExternalHostNameForLSL = "${Const|HostName}"
319
320 ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
321 ;; What is reported as the "User-Agent" when using llHTTPRequest
322 ;; Defaults to not sent if not set here. See the notes section in the wiki
323 ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
324 ;; " (Mozilla Compatible)" to the text where there are problems with a
325 ;; web server
326 ; user_agent = "OpenSim LSL (Mozilla Compatible)"
327
328 ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services.
329 ;; Use this if your central services in port 8003 need to be accessible on the Internet
330 ;; but you want to protect them from unauthorized access. The username and password
331 ;; here need to match the ones in the Robust service configuration.
332 ; AuthType = "BasicHttpAuthentication"
333 ; HttpAuthUsername = "some_username"
334 ; HttpAuthPassword = "some_password"
335 ;;
336 ;; Any of these 3 variables above can be overriden in any of the service sections.
337
338
339[XMLRPC]
340 ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
341 ;; If enabled and set to XmlRpcRouterModule, this will post an event,
342 ;; "xmlrpc_uri(string)" to the script concurrently with the first
343 ;; remote_data event. This will contain the fully qualified URI an
344 ;; external site needs to use to send XMLRPC requests to that script
345 ;;
346 ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
347 ;; will be registered with an external service via a configured uri
348 ;XmlRpcRouterModule = "XmlRpcRouterModule"
349
350 ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
351 ;XmlRpcPort = 20800
352
353 ;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com
354 ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
355 ;; will use this address to register xmlrpc channels on the external
356 ;; service
357 ; XmlRpcHubURI = http://example.com
358
359
360[ClientStack.LindenUDP]
361 ;; See OpensSimDefaults.ini for the throttle options. You can copy the
362 ;; relevant sections and override them here.
363 ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
364 ;; with the next update!
365
366 ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
367 ;; Quash and remove any light properties from attachments not on the
368 ;; hands. This allows flashlights and lanterns to function, but kills
369 ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
370 ;; will also be affected.
371 ;; This is especially important in artistic builds that depend on lights
372 ;; on the build for their appearance, since facelights will cause the
373 ;; building's lights to possibly not be rendered.
374 ; DisableFacelights = true
375
376
377[ClientStack.LindenCaps]
378 ;; For the long list of capabilities, see OpenSimDefaults.ini
379 ;; Here are the few ones you may want to change. Possible values
380 ;; are:
381 ;; "" -- empty, capability disabled
382 ;; "localhost" -- capability enabled and served by the simulator
383 ;; "<url>" -- capability enabled and served by some other server
384 ;;
385 ; These are enabled by default to localhost. Change if you see fit.
386 Cap_GetTexture = "localhost"
387 Cap_GetMesh = "localhost"
388 Cap_AvatarPickerSearch = "localhost"
389 Cap_GetDisplayNames = "localhost"
390
391
392[Chat]
393 ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
394 ;; Distance in meters that whispers should travel.
395 ; whisper_distance = 10
396
397 ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
398 ;; Distance in meters that ordinary chat should travel.
399 ; say_distance = 20
400
401 ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
402 ;; Distance in meters that shouts should travel.
403 ; shout_distance = 100
404
405
406[Textures]
407 ; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible
408 ; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components
409 ; (e.g. images pulled from an external HTTP address).
410 ; 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.
411 ; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted.
412 ; Hence, currently considered experimental.
413 ; Default is false.
414 ReuseDynamicTextures = false
415
416
417[BulletSim]
418 ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
419 ; AvatarToAvatarCollisionsByDefault = true
420
421 ; Terrain implementation can use either Bullet's heightField or BulletSim can build
422 ; a mesh. 0=heightField, 1=mesh
423 ; TerrainImplementation = 1
424
425
426; The following settings control the progression of daytime
427; in the Sim. The defaults are the same as the commented out settings
428[Sun]
429 ; number of wall clock hours for an opensim day. 24.0 would mean realtime
430 ;day_length = 24
431 ; Year length in days
432 ;year_length = 365
433 ; Day to Night Ratio
434 ;day_night_offset = 1.0
435 ; send a Sun update every update_interval # of frames. A lower number will
436 ; make for smoother sun transition at the cost of network
437 ;update_interval = 100
438
439
440[Wind]
441 ;# {enabled} {} {Enable wind module?} {true false} true
442 ;; Enables the wind module.
443 ;enabled = true
444
445 ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
446 ;; How often should wind be updated, as a function of world frames.
447 ;; Approximately 50 frames a second
448 ; wind_update_rate = 150
449
450 ;; The Default Wind Plugin to load
451 ;wind_plugin = SimpleRandomWind
452
453 ;; These settings are specific to the ConfigurableWind plugin
454 ;; To use ConfigurableWind as the default, simply change wind_plugin
455 ;; to ConfigurableWind and uncomment the following.
456 ; avg_strength = 5.0
457 ; avg_direction = 0.0
458 ; var_strength = 5.0
459 ; var_direction = 30.0
460 ; rate_change = 1.0
461
462 ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
463 ;; This setting is specific to the SimpleRandomWind plugin
464 ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
465 ; strength = 1.0
466
467
468[Cloud]
469 ; Enable this to generate classic particle clouds above the sim.
470 ; default is disabled - turn it on here
471 ;enabled = true
472
473 ; Density of cloud cover 0.0 to 1.0 Defult 0.5
474 ; density = 0.5
475
476 ; update interval for the cloud cover data returned by llCloud().
477 ; default is 1000
478 ; cloud_update_rate = 1000
479
480
481[LightShare]
482 ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
483 ;; This enables the transmission of Windlight scenes to supporting clients,
484 ;; such as the Meta7 viewer.
485 ;; It has no ill effect on viewers which do not support server-side
486 ;; windlight settings.
487 ;enable_windlight = true
488
489
490[Trees]
491 ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
492 ; default is false
493 ;active_trees = false
494
495 ; Density of tree population
496 ;tree_density = 1000.0
497
498
499[VectorRender]
500 ; the font to use for rendering text (default: Arial)
501 ; font_name = "Arial"
502
503
504[DataSnapshot]
505 ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
506 ;; The following set of configs pertains to search.
507 ;; Set index_sims to true to enable search engines to index your
508 ;; searchable data.
509 ;; If false, no data will be exposed, DataSnapshot module will be off,
510 ;; and you can ignore the rest of these search-related configs.
511 ;index_sims = false
512
513 ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
514 ;; The variable data_exposure controls what the regions expose:
515 ;; minimum: exposes only things explicitly marked for search
516 ;; all: exposes everything
517 ; data_exposure = minimum
518
519 ;; New way of specifying data services, one per service
520 ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
521
522
523[XEngine]
524 ;; Set this to true (the default) to load each script into a separate
525 ;; AppDomain.
526 ;;
527 ;; Setting this to false will load all script assemblies into the
528 ;; current AppDomain, which will significantly improve script loading times.
529 ;; It will also reduce initial per-script memory overhead.
530 ;;
531 ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
532 ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
533 ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
534 ; AppDomainLoading = true
535
536 ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
537 ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
538 ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
539 ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
540 ;; by scripts have changed.
541 ; DeleteScriptsOnStartup = false
542
543 ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
544 ;; List of allowed languages (lsl,vb,cs)
545 ;; AllowedCompilers=lsl,cs,vb
546 ;; *warning*, non lsl languages have access to static methods such as
547 ;; System.IO.File. Enable at your own risk.
548 ; AllowedCompilers = "lsl"
549
550 ;; Compile debug info (line numbers) into the script assemblies
551 ; CompileWithDebugInformation = true
552
553
554[MRM]
555 ;; Enables the Mini Region Modules Script Engine.
556 ; Enabled = false
557
558 ;; Runs MRM in a Security Sandbox
559 ;; WARNING: DISABLING IS A SECURITY RISK.
560 ; Sandboxed = true
561
562 ;; The level sandbox to use, adjust at your OWN RISK.
563 ;; Valid values are:
564 ;; * FullTrust
565 ;; * SkipVerification
566 ;; * Execution
567 ;; * Nothing
568 ;; * LocalIntranet
569 ;; * Internet
570 ;; * Everything
571 ; SandboxLevel = "Internet"
572
573 ;; Only allow Region Owners to run MRMs
574 ;; May represent a security risk if you disable this.
575 ; OwnerOnly = true
576
577
578[Architecture]
579 ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
580 ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
581 ;; uncomment Include-Architecture = "config-include/Standalone.ini"
582 ;;
583 ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
584 ;; that the referenced .ini file goes on to include.
585 ;;
586 ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
587 ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
588 ;; editing it to set the database and backend services that OpenSim will use.
589 ;;
590 ; Include-Architecture = "config-include/Standalone.ini"
591 ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
592 ; Include-Architecture = "config-include/Grid.ini"
593 Include-Architecture = "config-include/GridHypergrid.ini"
594 ; Include-Architecture = "config-include/SimianGrid.ini"
595 ; Include-Architecture = "config-include/HyperSimianGrid.ini"