aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/bin/OpenSimDefaults.ini
blob: a42c83197204fb38944cdc68aa8040e95fd895fd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
; This file contains defaults for various settings in OpenSimulator.  These can be overriden
; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).


[Includes]
    ; Define your server specific constants in this file.
    Include-Common = ../../config/config.ini


[Startup]
    ; Console prompt
    ; Certain special characters can be used to customize the prompt
    ; Currently, these are
    ; \R - substitute region name
    ; \\ - substtitue \
    ConsolePrompt = "Region (\R) "

    ; Console commands can be saved to a file, so the command history persists after a restart. (default is true)
    ConsoleHistoryFileEnabled = true

    ; Log file location. This can be set to a simple file path
    LogFile = "${Paths|LogPath}/OpenSim.log"

    ; The history file can be just a filename (relative to OpenSim's bin/ directory
    ; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
    ConsoleHistoryFile = "${Paths|LogPath}/OpenSimConsoleHistory.txt"

    ; How many lines of command history should we keep? (default is 100)
    ConsoleHistoryFileLines = 100

    ; Set this to true if you want to log crashes to disk
    ; this can be useful when submitting bug reports.
    ; However, this will only log crashes within OpenSimulator that cause the entire program to exit
    ; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
    ; You will need to capture these native stack traces by recording the session log itself.
    save_crashes = false

    ; Directory to save crashes to if above is enabled
    ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
    crash_dir = "crashes"

    ; Place to create a PID file
    ; PIDFile = "/tmp/OpenSim.exe.pid"

    ; Console commands run at startup
    startup_console_commands_file = "startup_commands.txt"

    ; Console commands run on shutdown
    shutdown_console_commands_file = "shutdown_commands.txt"

    ; Console commands run every 20 minutes
    ; timer_Script = "filename"

    ; timer_Script time interval (default 20 min)
    ; The time is 60 per minute
    ; timer_Interval = 1200

    ; ##
    ; ## SYSTEM
    ; ##

    ; Sets the method that OpenSim will use to fire asynchronous
    ; events. Valid values are UnsafeQueueUserWorkItem,
    ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
    ;
    ; SmartThreadPool is reported to work well on Mono/Linux, but
    ; UnsafeQueueUserWorkItem has been benchmarked with better
    ; performance on .NET/Windows
    ;
    ; UnsafeQueueUserWorkItem refers to the fact that the code creating the event could elevate its security
    ; privileges.  However, as calling code is trusted anyway this is safe (if you set
    ;  TrustedBinaries = true in the [XEngine] section then you already have to trust that incoming code for other reasons).
    async_call_method = SmartThreadPool

    ; Max threads to allocate on the FireAndForget thread pool
    ; when running with the SmartThreadPool option above
    MaxPoolThreads = 300

    ; Allow certain jobs to be run consecutively in a job engine rather than always concurrently.
    ; This improves performance in regions with large numbers of connections (in the hundreds).
    JobEngineEnabled = true

    ; Plugin Registry Location
    ; Set path to directory for plugin registry. Information about the
    ; registered repositories and installed plugins will be stored here.
    ; The OpenSim.exe process must have R/W access to the location.
    RegistryLocation = "."

    ; Used by region module addins. You can set this to outside bin, so that addin
    ; configurations will survive updates. The OpenSim.exe process must have R/W access
    ; to the location.
    ConfigDirectory = "."

    ; ##
    ; ## CLIENTS
    ; ##

    ; Set this to the DLL containing the client stack to use.
    clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"

    ; ##
    ; ## REGIONS
    ; ##

    ; Determine where OpenSimulator looks for the files which tell it which regions to server
    ; Defaults to "filesystem" if this setting isn't present
    region_info_source = "filesystem"
    ; region_info_source = "web"

    ; Determines where the region XML files are stored if you are loading these from the filesystem.
    ; Defaults to bin/Regions in your OpenSimulator installation directory
    regionload_regionsdir="Regions"

    ; Determines the page from which regions xml is retrieved if you are loading these from the web
    ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
    ; except that everything is also enclosed in a <Regions> tag.
    ; regionload_webserver_url = "http://example.com/regions.xml"

    ;; Allow the simulator to start up if there are no region configuration available
    ;; from the selected region_info_source.
    allow_regionless = false

    ;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
    see_into_region = false

    ;; use legacy math for sittarget offset "correction"
    ;; set this option to false to use improved math more compatibility with SL.
    ;; keep it true if you have many old objects with sits set by scripts.
    ;; the offset in question is added to the SitTarget to find the sitting avatar position.
    ;; acording to its size, etc.
    LegacySitOffsets = false

    ; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
    ; Increasing this number will increase memory usage.
    MaxPrimUndos = 20

    ; Minimum size for non-physical prims.This can be overridden in the region config file (as
    ; NonPhysicalPrimMin!).
    ; NonPhysicalPrimMin = 0.001

    ; Maximum size of non physical prims.  Affects resizing of existing prims.  This can be overridden in the region config file (as NonPhysicalPrimMax!).
    NonPhysicalPrimMax = 2560

    ; Minimum size where a prim can be physical. This can be overridden in the region config file.
    ; PhysicalPrimMin = 0.01

    ; Maximum size of physical prims.  Affects resizing of existing prims.  This can be overridden in the region config file.
    PhysicalPrimMax = 640

    ; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
    ; This can be overridden in the region config file.
    ClampPrimSize = false

    ; If a prim is loaded from an external source, clamp it to Z = 0 if Z is negative.
    ClampNegativeZ = false

    ; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
    ; This can be overridden in the region config file.
    LinksetPrims = 0

    ; Allow scripts to keep running when they cross region boundaries, rather than being restarted.  State is reloaded on the destination region.
    ; This only applies when crossing to a region running in a different simulator.
    ; For crossings where the regions are on the same simulator the script is always kept running.
    AllowScriptCrossing = true

    ; Allow compiled script binary code to cross region boundaries.
    ; If you set this to "true", any region that can teleport to you can
    ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
    ; YOU HAVE BEEN WARNED!!!
    TrustBinaries = false

    ; the default view range. Viewers override this ( no major effect still )
    DefaultDrawDistance = 1024.0

    ; limit the maximum view range ( no effect still (does limit MaxRegionsViewDistance) )
    MaxDrawDistance = 1024

    ; the maximum distance to tell a viewer to connect to a neighbour region, so it can be seen
    ; (it is limited by MaxDrawDistance above)
    ; less than 256 shows imediate neighbours; 512 also second imediate neighbours etc
    ; more than 512m can cause viewers problems specially in case of dense regions.
    ; curretly this distance is from current region borders.
    MaxRegionsViewDistance = 1024

    ; If you have only one region in an instance, or to avoid the many bugs
    ; that you can trigger in modules by restarting a region, set this to
    ; true to make the entire instance exit instead of restarting the region.
    ; This is meant to be used on systems where some external system like
    ; Monit will restart any instance that exits, thereby making the shutdown
    ; into a restart.
    InworldRestartShutsDown = true

    ; Use of normalized 55FPS statistics
    ; Opensim does not have a frame rate control like other simulators.
    ; Most parameters that control timing can be configurable region by region.
    ; To achieve closer compatibility with values expected by viewers, scripts and users
    ; some parameters are converted to a equivalent per frame value.
    ; Additionally, they are scaled to values they would have on a system running at a nominal 55 frames per second rate.
    ; The scale factor it 55 * FrameTime, corresponding to 5 with default configuration
    ; You can choose to show the true physics FPS to viewers by setting Normalized55FPS to false.
    ; Normalized55FPS = true

    ; Main Frame time
    ; This defines the rate of several simulation events.
    ; Default value should meet most needs.
    ; It can be reduced to improve the simulation of moving objects, with possible increase of cpu and network loads.
    ; It should not be less than the physics engine step time.
    ; Being a integer multiple of it may reduce some jitter in reported physics FPS.
    ; changing this value, you need to change some of the following *EveryNFrames so their actions timing remains the same
    FrameTime = 0.0909

    ; The values below represent the percentage of the target frame time that,
    ; when underrun, should trigger yellow or red in the lag meter.
    ; Less than 60% of FPS is amber by default, less then 40% is red.
    ; These values are advisory. Viewers may choose to not use them but it is
    ; encouraged that they do.
    ; FrameTimeWarnPercent = 60
    ; FrameTimeCritPercent = 40

    ; Send scheduled updates to objects in the scene
    ; This must be a whole number
    UpdateObjectsEveryNFrames = 1

    ; Send position/velocity, etc. updates to agents in the scene
    ; This must be a whole number
    UpdateAgentsEveryNFrames = 1

    ; Apply pending forces from physics calculations to an entity.
    ; This must be a whole number
    UpdateEntityMovementEveryNFrames = 1

    ; Send coarse location updates to viewers.  In a classic viewer, this updates the minimap.
    ; This must be a whole number
    UpdateCoarseLocationsEveryNFrames = 50

    ; Physics simulation execution or syncronization, acording to engine. Should be 1
    ; This must be a whole number
    UpdatePhysicsEveryNFrames = 1

    ; Send out the on frame event to modules and other listeners.  This should probably never deviate from 1.
    ; This must be a whole number
    UpdateEventsEveryNFrames = 1

    ; Send terrain updates to viewers
    ; This must be a whole number
    UpdateTerrainEveryNFrames = 50

    ; Persitently store any objects which meet the PRIM STORAGE criteria
    ; This must be a whole number
    UpdateStorageEveryNFrames = 200

    ; Clean up temp on rez objects.
    ; This must be a whole number
    UpdateTempCleaningEveryNSeconds = 180

    ; ##
    ; ## PRIM STORAGE
    ; ##

    ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
    ; prevent frequently changing objects from heavily loading the region data store.
    ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
    ;
    ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
    MinimumTimeBeforePersistenceConsidered = 60
    ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
    MaximumTimeBeforePersistenceConsidered = 600

    ; ##
    ; ## PHYSICS
    ; ##

    ; If true then prims can be collided with by avatars, other prims, etc.
    ; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
    ; Also, no prims are subject to physics.
    collidable_prim = true

    ; If true then prims can be made subject to physics (gravity, pushing, etc.).
    ; If false then physics flag can be set but it is not honoured.  However, prims are still solid for the purposes of collision direction
    physical_prim = true

    ; Select a mesher here.
    ;
    ; Meshmerizer properly handles complex prims by using triangle meshes.
    ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
    ;
    ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
    ; Usually this is only a box

    ;meshing = Meshmerizer
    ;meshing = ZeroMesher
    ;; select ubODEMeshmerizer only with ubOde physics engine
    meshing = ubODEMeshmerizer

    ; ubODE and  OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
    ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
    ; edit the line ulimit -s 262144, and change this last value

    ; Path to decoded sculpty maps
    ; Defaults to "j2kDecodeCache
    ;DecodedSculptMapPath = "j2kDecodeCache"

    ; if you use Meshmerizer and want sculpt map collisions, setting this to
    ; to true will store decoded sculpt maps in a special folder in your bin
    ; folder, which can reduce startup times by reducing asset requests. Some
    ; versions of mono dont work well when reading the cache files, so set this
    ; to false if you have compatibility problems.
    CacheSculptMaps = true

    ;; BulletSim is the default physics engine.  It provides the best performance and most functionality.
    ;; BulletSim supports varregions.
    ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
    ;; It continues to provide a workable physics implementation.  It does not currently support varregions.
    ;; basicphysics effectively does not model physics at all, making all objects phantom.
    ;; Default is BulletSim
    ;physics = BulletSim
    ;physics = modified_BulletX
    ;physics = OpenDynamicsEngine
    ;physics = basicphysics
    ;physics = POS
    ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
    physics = ubODE

    ; ##
    ; ## SCRIPT ENGINE
    ; ##

    ;; Default script engine to use. Currently, we only have XEngine
    DefaultScriptEngine = "XEngine"

    ; Http proxy setting for llHTTPRequest and dynamic texture loading, if
    ; required
    ; HttpProxy = "http://proxy.com:8080"

    ; If you're using HttpProxy, then you can set HttpProxyExceptions to a
    ; list of regular expressions for URLs that you don't want to go through
    ; the proxy.
    ; For example, servers inside your firewall.
    ; Separate patterns with a ';'
    ; HttpProxyExceptions = ".mydomain.com;localhost"

    ; ##
    ; ## EMAIL MODULE
    ; ##
    ;; The email module requires some configuration. It needs an SMTP
    ;; server to send mail through.
    ;emailmodule = DefaultEmailModule

    ; ##
    ; ## ANIMATIONS
    ; ##

    ; If enabled, enableFlySlow will change the primary fly state to
    ; FLYSLOW, and the "always run" state will be the regular fly.
    enableflyslow = false

    ; PreJump is an additional animation state, but it probably
    ; won't look right until the physics engine supports it
    ; (i.e delays takeoff for a moment)

    ; #
    ; # statistics
    ; #

    ; Simulator statistics are output to the console periodically at debug level INFO.
    ; Setting this to zero disables this output.
    LogShowStatsSeconds = 0

    ; Simulator Stats URI
    ; Enable JSON simulator data by setting a URI name (case sensitive)
    ; Returns regular sim stats (SimFPS, ...)
    Stats_URI = "jsonSimStats"

    ; Simulator StatsManager URI
    ; Enable fetch of StatsManager registered stats. Fetch is query which can optionally
    ; specify category, container and stat to fetch. If not selected, returns all of that type.
    ; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic
    ; ManagedStatsRemoteFetchURI = "ManagedStats"

    ; Make OpenSim start all regions with logins disabled. They will need
    ; to be enabled from the console if this is set
    StartDisabled = false

    ; Image decoding. Use CSJ2K for layer boundary decoding if true,
    ; OpenJPEG if false
    ; UseCSJ2K = true

    ; Use "Trash" folder for items deleted from the scene
    ; When set to True (the default) items deleted from the scene will be
    ; stored in the user's trash or lost and found folder. When set to
    ; False items will be removed from the scene permanently
    UseTrashOnDelete = True

    ; #
    ; # Logging
    ; #

    ; Force logging when the thread pool approaches an overload condition
    ; Provides useful data for post-mortem analysis even in a production
    ; system with reduced logging
    LogOverloads = True

    ; #
    ; # Telehubs
    ; #

    ; SpawnPointRouting adjusts the landing for incoming avatars.
    ; "closest" will place the avatar at the SpawnPoint located in the closest
    ; available spot to the destination (typically map click/landmark).
    ; "random" will place the avatar on a randomly selected spawnpoint;
    ; "sequence" will place the avatar on the next sequential SpawnPoint
    SpawnPointRouting = random

    ; TelehubAllowLandmark allows users with landmarks to override telehub
    ; routing and land at the landmark coordinates when set to true
    ; default is false
    TelehubAllowLandmark = true


; Normally this section goes in the ThisSim.ini file, but this is common for all.
[Region]
    InternalAddress = "0.0.0.0"
    ExternalHostName = "${Const|HostName}"


[Map]
    ; Map tile options.
    ; If true, then maptiles are generated using the MapImageModule below.
    ; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
    ; in individual region config file(s).  If you do not want to upload map tiles at all, then you will need
    ; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
    GenerateMaptiles = true

    ;WorldMapModule = "WorldMap"

    ; The module to use in order to generate map images.
    ; MapImageModule is the default.  Warp3DImageModule is an alternative experimental module that can
    ; generate better images.
    MapImageModule = "Warp3DImageModule"

    ; World map blacklist timeout in seconds
    ;BlacklistTimeout = 600

    ; Refresh (in seconds) the map tile periodically
    MaptileRefresh = 0

    ; If not generating maptiles, use this static texture asset ID
    ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"

    ; Draw objects on maptile.  This step might take a long time if you've got a large number of
    ; objects, so you can turn it off here if you'd like.
    DrawPrimOnMapTile = true

    ; Use terrain texture for maptiles if true, use shaded green if false
    TextureOnMapTile = true

    ; Texture prims
    TexturePrims = true

    ; Only texture prims that have a diagonal size greater than this number
    TexturePrimSize = 1

    ; Attempt to render meshes and sculpties on the map
    RenderMeshes = true;

    ; where to store cached map tiles.
    CacheDirectory = "${Paths|CachePath}/MapImageCache"

    ; Draw map position at bottom right.
    enablePosition = true

    ; Refresh the cached map tile once a month.
    ;RefreshEveryMonth = true

    ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
    ; MapColorWater = "#3399FF"

    ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
    ; MapColor1 = "#A58976"

    ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
    ; MapColor2 = "#455931"

    ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
    ; MapColor3 = "#A29A8D"

    ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
    ; MapColor4 = "#C8C8C8"


[Permissions]
    ; ##
    ; ## PERMISSIONS
    ; ##

    ; Permission modules to use, separated by comma.
    ; Possible modules are DefaultPermissionsModule, PrimLimitsModule
    permissionmodules = "DefaultPermissionsModule"

    ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
    ; any item, etc.  This may not yet be implemented uniformally.
    ; If set to true, then all permissions checks are carried out
    ; Default is true
    serverside_object_permissions = true


    ; This allows some control over permissions
    ; please note that this still doesn't duplicate SL, and is not intended to

    ; This allows grid users with a UserLevel of 200 or more to assume god
    ; powers in the regions in this simulator.
    allow_grid_gods = true

    ; Allow region owners to assume god powers in their regions
    ;region_owner_is_god = true

    ; Allow region managers to assume god powers in regions they manage
    ;region_manager_is_god = false

    ; God mode should be turned on in the viewer whenever
    ; the user has god rights somewhere. They may choose
    ; to turn it off again, though.
    automatic_gods = false

    ; The user can execute any and all god functions, as
    ; permitted by the viewer UI, without actually "godding
    ; up". This is the default state in 0.8.2.
    implicit_gods = true

    ; Control user types that are allowed to create new scripts
    ; Only enforced if serviceside_object_permissions is true
    ;
    ; Current possible values are
    ;     all - anyone can create scripts (subject to normal permissions)
    ;     gods - only administrators can create scripts (as long as allow_grid_gods is true)
    ; Default value is all
    ; allowed_script_creators = all

    ; Control user types that are allowed to edit (save) scripts
    ; Only enforced if serviceside_object_permissions is true
    ;
    ; Current possible values are
    ;     all - anyone can edit scripts (subject to normal permissions)
    ;     gods - only administrators can edit scripts (as long as allow_grid_gods is true)
    ; Default value is all
    ; allowed_script_editors = all

    ; Provides a simple control for land owners to give build rights to specific avatars
    ; in publicly accessible parcels that disallow object creation in general.
    ; Owners specific avatars by adding them to the Access List of the parcel
    ; without having to use the Groups feature
    ; Disabled by default
    ; simple_build_permissions = False

    ; Minimum user level required to upload assets
    ;LevelUpload = 0


[RegionReady]
    ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
    enabled = true

    ; Channel on which to signal region readiness through a message
    ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
    ; - the first field indicating whether this is an initial server startup
    ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
    ; - the third field is a number indicating how many scripts failed to compile
    ; - "oar error" if supplied, provides the error message from the OAR load
    channel_notify = 0

    ; - disallow logins while scripts are loading
    ; Instability can occur on regions with 100+ scripts if users enter before they have finished loading
    login_disable = false

    ; - send an alert as json to a service
    ; alert_uri = "http://myappserver.net/my_handler/"


[EstateManagement]
    ; If false, then block any region restart requests from the client even if they are otherwise valid.
    ; Default is true
    AllowRegionRestartFromClient = true


[Estates]
    ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
    ; If these values are uncommented then they will be used to create a default estate as necessary.
    ; New regions will be automatically assigned to that default estate.

    ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
    ;; Name for the default estate
    ; DefaultEstateName = My Estate

    ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
    ;; Name for default estate owner
    ; DefaultEstateOwnerName = FirstName LastName


    ; ** Standalone Estate Settings **
    ; The following parameters will only be used on a standalone system to
    ; create an estate owner that does not already exist

    ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
    ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
    ;; UUID will be assigned. This is normally what you want
    ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000

    ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
    ;; Email address for the default estate owner
    ; DefaultEstateOwnerEMail = owner@domain.com

    ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
    ;; Password for the default estate owner
    ; DefaultEstateOwnerPassword = password


[UserProfiles]
  ;; Set the value of the url to your UserProfilesService
  ;; If un-set / "" the module is disabled
  ;; If the ProfileServiceURL is not set, then very BASIC
  ;; profile support will be configured. If the ProfileServiceURL is set to a
  ;; valid URL, then full profile support will be configured. The URL
  ;; points to your grid's Robust user profiles service
  ;;
  ProfileServiceURL = ${Const|GridURL}:${Const|PublicPort}

  ;; set this to false to prevent your users to be sent to unknown
  ;; web sites by other users on their profiles
  ; AllowUserProfileWebURLs = true


[SMTP]
    ;; The SMTP server enabled the email module to send email to external
    ;; destinations.

    ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
    ;; Enable sending email via SMTP
    enabled = false

    ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
    ; internal_object_host = lsl.opensim.local

    ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
    ; host_domain_header_from = "127.0.0.1"

    ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
    ; email_pause_time = 20

    ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
    ; email_max_size = 4096

    ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
    ; SMTP_SERVER_HOSTNAME = "127.0.0.1"

    ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
    ; SMTP_SERVER_PORT = 25

    ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
    ; SMTP_SERVER_LOGIN = ""

    ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
    ; SMTP_SERVER_PASSWORD = ""


[Network]
    ;; Configure the remote console user here. This will not actually be used
    ;; unless you use -console=rest at startup.
    ;ConsoleUser = "Test"
    ;ConsolePass = "secret"
    ;console_port = 0

    ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
    ;; Simulator HTTP port. This is not the region port, but the port the
    ;; entire simulator listens on. This port uses the TCP protocol, while
    ;; the region ports use UDP.
    ;http_listener_port = 9000

    ; ssl config: Experimental!  The auto https config only really works definately on windows XP now
    ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
    ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
    http_listener_ssl = false ; Also create a SSL server
    http_listener_cn = "localhost" ; Use the cert with the common name
    http_listener_sslport = 9001 ; Use this port for SSL connections
    http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer

    ; HTTPS for "Out of band" management applications such as the remote
    ; admin module
    ;
    ; Create https_listener = "True" will create a listener on the port
    ; specified. Provide the path to your server certificate along with it's
    ; password
    ; https_listener = False
    ; Set our listener to this port
    ; https_port = 0
    ; Path to X509 certificate
    ; cert_path = "path/to/cert.p12"
    ; Password for cert
    ; cert_pass = "password"

    ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
    ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
    ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
    ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
    ;
    ; You can whitelist individual endpoints by IP or FQDN, e.g.
    ;
    ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
    ;
    ; You can specify multiple addresses by separating them with a bar.  For example,
    ;
    ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
    ;
    ; If an address if given without a port number then port 80 is assumed
    ;
    ; You can also specify a network range in CIDR notation to whitelist, e.g.
    ;
    ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
    ;
    ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
    ; To specify an individual IP address use the /32 netmask
    ;
    ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
    ;
    ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation

    ; Maximum bytes allowed for HTTP_BODY_MAXLENGTH.
    ; By default, llHTTPRequest limits the response body to 2048 bytes.
    ; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
    ; of HttpBodyMaxLenMAX bytes.
    ; Please be aware that the limit can be set to insanely high values,
    ; effectively removing any limitation. This will expose your sim to a
    ; known attack. It is not recommended to set this limit higher than
    ; the highest value that is actually needed by existing applications!
    ; 16384 is the SL compatible value.
    ; HttpBodyMaxLenMAX=16384

    ; Hostname to use in llRequestURL/llRequestSecureURL
    ; if not defined - llRequestURL/llRequestSecureURL are disabled
    ; ExternalHostNameForLSL=127.0.0.1
    ExternalHostNameForLSL = "${Const|HostName}"

    ; Disallow the following address ranges for user scripting calls (e.g. llHttpRequest())
    ; This is based on http://en.wikipedia.org/wiki/Reserved_IP_addresses
    ; This stops users making HTTP calls to machines in the simulator's local network.
    ; If you need to allow some LAN calls we recommend you use OutboundDisallowForUserScriptsExcept documented in OpenSim.ini.example
    ; If you override OutboundDisallowForUserScripts directly you need to be very careful.
    ;
    ; Network ranges are specified in CIDR notation (http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation) with multiple entries separated by |
    ; To specify an individual IP address use the /32 netmask (e.g. 192.168.1.3/32)
    ; You can also specify individual <addr>:<port> endpoints (e.g. 192.168.1.3:8003)
    ; If an address if given without a port number then port 80 is assumed.
    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
    ;
    ; You can also prevent all user script outgoing calls with the following override in OpenSim.ini
    ;
    ; OutboundDisallowForUserScripts = 0.0.0.0/0
    ;
    ; You can also disable the blacklist entirely with an empty entry
    ;
    ; OutboundDisallowForUserScripts = ""

    ; What is reported as the "X-Secondlife-Shard"
    ; Defaults to the user server url if not set
    ; The old default is "OpenSim", set here for compatibility
    shard = "OpenSim"

    ; What is reported as the "User-Agent" when using llHTTPRequest
    ; Defaults to not sent if not set here. See the notes section in the wiki at
    ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
    ; " (Mozilla Compatible)" to the text where there are problems with a web server
    ;user_agent = "OpenSim LSL (Mozilla Compatible)"

    ;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
    ;; Use this if your central services in port 8003 need to be accessible on the Internet
    ;; but you want to protect them from unauthorized access. The username and password
    ;; here need to match the ones in the Robust service configuration.
    ; AuthType = "BasicHttpAuthentication"
    ; HttpAuthUsername = "some_username"
    ; HttpAuthPassword = "some_password"
    ;;
    ;; Any of these 3 variables above can be overriden in any of the service sections.

    ; OpenSim can send multiple simultaneous requests for services such as asset
    ; retrieval. However, some versions of mono appear to hang when there are too
    ; many simultaneous requests, default is 30 and is currently applied only to assets
    ;MaxRequestConcurrency = 30


[AccessControl]
    ; Viewer-based access control. |-separated list of allowed viewers.
    ;; One can use a substring of the viewer name to enable only certain
    ;; versions
    ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
    ;; - "Imprudence" has access
    ;; - "Imprudence 1.3" has access
    ;; - "Imprudence 1.3.1" has no access
    ; AllowedClients = ""

    ; Viewer-based access control. |-separated list of denied viewers.
    ;; One can use a Substring of the viewer name to disable only certain
    ;; versions
    ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
    ;; - "Imprudence" has no access
    ;; - "Imprudence 1.3" has no access
    ;; - "Imprudence 1.3.1" has access
    ; No restrictions by default.
    ; DeniedClients = ""


[XMLRPC]
    ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
    ;; If enabled and set to XmlRpcRouterModule, this will post an event,
    ;; "xmlrpc_uri(string)" to the script concurrently with the first
    ;; remote_data event. This will contain the fully qualified URI an
    ;; external site needs to use to send XMLRPC requests to that script
    ;;
    ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
    ;; will be registered with an external service via a configured uri
    ;XmlRpcRouterModule = "XmlRpcRouterModule"

    ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
    ;XmlRpcPort = 20800

    ;# {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
    ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
    ;; will use this address to register xmlrpc channels on the external
    ;; service
    ; XmlRpcHubURI = http://example.com


[ClientStack.LindenUDP]
    ; The client socket receive buffer size determines how many
    ; incoming requests we can process; the default on .NET is 8192
    ; which is about 2 4k-sized UDP datagrams. On mono this is
    ; whatever the underlying operating system has as default; for
    ; example, ubuntu 8.04 or SLES11 have about 111k, which is about
    ; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
    ; do "sysctl net.core.rmem_default" to find out what your system
    ; uses a default socket receive buffer size.
    ;
    ; client_socket_rcvbuf_size allows you to specify the receive
    ; buffer size LLUDPServer should use. NOTE: this will be limited
    ; by the system's settings for the maximum client receive buffer
    ; size (on linux systems you can set that with "sysctl -w
    ; net.core.rmem_max=X")
    ;
    ;client_socket_rcvbuf_size = 8388608

    ; Maximum outbound bytes per second for a single scene. This can be used to
    ; throttle total outbound UDP traffic for a simulator. The default value is
    ; 0, meaning no throttling at the scene level. The example given here is
    ; 20 megabits
    ;
    ;scene_throttle_max_bps = 2500000

    ; Maximum bytes per second to send to any single client. This will override
    ; the user's viewer preference settings. The default value is 0, meaning no
    ; aggregate throttling on clients (only per-category throttling). The
    ; example given here is 1.5 megabits
    ;
    ;client_throttle_max_bps = 187500

    ; Minimum bytes per second to send to any single client as a result of
    ; adaptive throttling. Viewer preferences set to a lower number will
    ; override the settin. The example given here ensures that adaptive
    ; throttling will never decrease per client bandwidth below 256 kbps.
    ;
    ;adaptive_throttle_min_bps = 32000

    ; Adaptive throttling attempts to limit network overload when multiple
    ; clients login by starting each connection more slowly. Disabled by
    ; default
    ;
    enable_adaptive_throttles = true

    ; Per-client bytes per second rates for the various throttle categories.
    ; These are default values that will be overridden by clients. These
    ; defaults are approximately equivalent to the throttles set by the Imprudence
    ; viewer when maximum bandwidth is set to 350kbps

    ;resend_default = 6625
    ;land_default = 9125
    ;wind_default = 1750
    ;cloud_default = 1750
    ;task_default = 18500
    ;texture_default = 18500
    ;asset_default = 10500

    ; Configures how ObjectUpdates are aggregated. These numbers
    ; do not literally mean how many updates will be put in each
    ; packet that goes over the wire, as packets are
    ; automatically split on a 1400 byte boundary. These control
    ; the balance between responsiveness of interest list updates
    ; and total throughput. Higher numbers will ensure more full-
    ; sized packets and faster sending of data, but more delay in
    ; updating interest lists
    ;
    ;PrimUpdatesPerCallback = 100

    ; TextureSendLimit determines how many packets will be put on
    ; the outgoing queue each cycle. Like the settings above, this
    ; is a balance between responsiveness to priority updates and
    ; total throughput. Higher numbers will give a better
    ; throughput at the cost of reduced responsiveness to client
    ; priority changes or transfer aborts
    ;
    ;TextureSendLimit = 20

    ; CannibalizeTextureRate allows bandwidth to be moved from the
    ; UDP texture throttle to the task throttle. Since most viewers
    ; use HTTP textures, this provides a means of using what is largely
    ; unused bandwidth in the total throttle. The value is the proportion
    ; of the texture rate to move to the task queue. It must be between
    ; 0.0 (none of the bandwidth is cannibalized) and 0.9 (90% of the
    ; bandwidth is grabbed)
    ;
    ; CannibalizeTextureRate = 0.5

    ; Quash and remove any light properties from attachments not on the
    ; hands. This allows flashlights and lanterns to function, but kills
    ; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
    ; will also be affected.
    ;
    DisableFacelights = true

    ; The time to wait before disconecting an unresponsive client.
    ; The time is in seconds. The default is one minute
    ;
    ;AckTimeout = 60

    ; The time to wait before disconecting an unresponsive paused client.
    ; A client can be paused when the file selection dialog is open during file upload.
    ; This gives extra time to find files via the dialog but will still disconnect if
    ; the client crashes or loses its network connection
    ; The time is in seconds. The default is five minutes.
    ;
    ;PausedAckTimeout = 300


[ClientStack.LindenCaps]
    ;; Long list of capabilities taken from
    ;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities
    ;; Not all are supported by OpenSim. The ones supported are
    ;; set to localhost. These defaults can be overwritten
    ;; in OpenSim.ini
    ;; Possible values are:
    ;;   "" -- empty, capability disabled
    ;;   "localhost" -- capability enabled and served by the simulator
    ;;   "<url>" -- capability enabled and served by some other server
    ;;
    ; These are enabled by default to localhost. Change if you see fit.
    ;;
    Cap_AttachmentResources = ""
    Cap_ChatSessionRequest = ""
    Cap_CopyInventoryFromNotecard = "localhost"
    Cap_DispatchRegionInfo = ""
    Cap_EstateChangeInfo = ""
    Cap_EnvironmentSettings = "localhost"
    Cap_EventQueueGet = "localhost"
    Cap_FetchInventory = ""
    Cap_ObjectMedia = "localhost"
    Cap_ObjectMediaNavigate = "localhost"
    Cap_FetchLib = ""
    Cap_FetchLibDescendents = ""
    Cap_GetDisplayNames = "localhost"
    Cap_GetTexture = "localhost"
    Cap_GetMesh = "localhost"
    Cap_GetObjectCost = ""
    Cap_GetObjectPhysicsData = ""
    Cap_GroupProposalBallot = ""
    Cap_GroupMemberData = "localhost"
    Cap_HomeLocation = "localhost"
    Cap_LandResources = ""
    Cap_MapLayer = "localhost"
    Cap_MapLayerGod = "localhost"
    Cap_NewFileAgentInventory = "localhost"
    Cap_NewFileAgentInventoryVariablePrice = "localhost"
    Cap_ObjectAdd = "localhost"
    Cap_ParcelPropertiesUpdate = "localhost"
    Cap_ParcelMediaURLFilterList = ""
    Cap_ParcelNavigateMedia = ""
    Cap_ParcelVoiceInfoRequest = ""
    Cap_ProductInfoRequest = ""
    Cap_ProvisionVoiceAccountRequest = ""
    Cap_RemoteParcelRequest = "localhost"
    Cap_RequestTextureDownload = ""
    Cap_SearchStatRequest = ""
    Cap_SearchStatTracking = ""
    Cap_SendPostcard = ""
    Cap_SendUserReport = ""
    Cap_SendUserReportWithScreenshot = ""
    Cap_ServerReleaseNotes = ""
    Cap_SimConsole = ""
    Cap_SimulatorFeatures = ""
    Cap_SetDisplayName = ""
    Cap_StartGroupProposal = ""
    Cap_TextureStats = ""
    Cap_UntrustedSimulatorMessage = ""
    Cap_UpdateAgentInformation = ""
    Cap_UpdateAgentLanguage = ""
    Cap_UpdateGestureAgentInventory = ""
    Cap_UpdateNotecardAgentInventory = "localhost"
    Cap_UpdateScriptAgent = "localhost"
    Cap_UpdateGestureTaskInventory = ""
    Cap_UpdateNotecardTaskInventory = "localhost"
    Cap_UpdateScriptTask = "localhost"
    Cap_UploadBakedTexture = "localhost"
    Cap_UploadObjectAsset = "localhost"
    Cap_ViewerStartAuction = ""
    Cap_ViewerStats = ""

    ; Capabilities for fetching inventory over HTTP rather than UDP
    ; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above)
    ; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled
    Cap_WebFetchInventoryDescendents = ""
    Cap_FetchInventoryDescendents2 = "localhost"
    Cap_FetchInventory2 = "localhost"

    ; Capability for searching for people
    Cap_AvatarPickerSearch = "localhost"


[SimulatorFeatures]
    ;# {SearchServerURI} {} {URL of the search server} {}
    ;; Optional. If given this serves the same purpose as the grid wide
    ;; [LoginServices] SearchURL setting and will override that where
    ;; supported by viewers.
    ;SearchServerURI = "http://127.0.0.1:9000/"

    ;# {DestinationGuideURI} {} {URL of the destination guide} {}
    ;; Optional. If given this serves the same purpose as the grid wide
    ;; [LoginServices] DestinationGuide setting and will override that where
    ;; supported by viewers.
    ;DestinationGuideURI = "http://127.0.0.1:9000/guide"


[Chat]
    ; Controls whether the chat module is enabled.  Default is true.
    enabled = true

    ; Distance in meters that whispers should travel.  Default is 10m
    whisper_distance = 15

    ; Distance in meters that ordinary chat should travel.  Default is 20m
    say_distance = 40

    ; Distance in meters that shouts should travel.  Default is 100m
    shout_distance = 256


[EntityTransfer]
    ; Allow avatars to cross into and out of the region.
    AllowAvatarCrossing = true

    ; This disables border transfers for objects. When true, objects can be placed outside
    ; the region's border without being transferred to another simulator.
    DisableObjectTransfer = false

    ; Minimum user level required for HyperGrid teleports
    LevelHGTeleport = 0

    ; Determine whether the cancel button is shown at all during teleports.
    ; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
    ; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
    DisableInterRegionTeleportCancellation = false

    ;; This option exists to control the behavior of teleporting gods into places that have landing points
    ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
    ;; avatars with god permissions; SL lets gods land wherever they want.
    LandingPointBehavior = LandingPointBehavior_SL


[Messaging]
    ; Control which region module is used for instant messaging.
    ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)

    ; InstantMessageModule = InstantMessageModule
    ; MessageTransferModule = MessageTransferModule

    ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
    ;; Module to handle offline messaging. The core module requires an external
    ;; web service to do this. See OpenSim wiki.
    ; OfflineMessageModule = OfflineMessageModule
    ;; Or, alternatively, use this one, which works for both standalones and grids
    OfflineMessageModule = "Offline Message Module V2"

    ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
    ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
    ;OfflineMessageURL = ${Const|BaseURL}/Offline.php
    OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}

    ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
    ;; For standalones, this is the storage dll.
    StorageProvider = "${Const|DataProvider}"

    ; Mute list handler
    ; the provided MuteListModule is just a Dummy
    ; you will need a external module for proper suport.
    ; if you keep both 2 following settings comment, viewers will use mutes in their caches
    ; if you uncoment both (url is ignored) the mutes will be deleted at login on this instance regions
    ; WARNING: viewers mutes cache seems to shared by all grids, including SL
    ; this may cause some confusion.
    ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
    MuteListModule = MuteListModule
    ;# {MuteListURL} {MuteListModule:MuteListModule} {} {} http://yourserver/Mute.php
    MuteListURL = ${Const|BaseURL}/Mute.php

    ;; Control whether group invites and notices are stored for offline users.
    ;; Default is true.
    ;; This applies to both core groups module.
    ForwardOfflineGroupMessages = true


[Inventory]
    ; Control whether multiple objects sent to inventory should be coaleseced into a single item
    ; There are still some issues with coalescence, including the fact that rotation is not restored
    ; and some assets may be missing from archive files.
    CoalesceMultipleObjectsToInventory = true


[Appearance]
    ; Persist avatar baked textures
    ; Persisting baked textures can speed up login and region border
    ; crossings especially with large numbers of users, though it
    ; will store potentially large numbers of textures in your asset
    ; database
    PersistBakedTextures = true

    ; Control the delay before appearance is sent to other avatars and
    ; saved in the avatar service. Attempts to limit the impact caused
    ; by the very chatty dialog that sets appearance when an avatar
    ; logs in or teleports into a region; values are in seconds
    DelayBeforeAppearanceSave = 5
    DelayBeforeAppearanceSend = 2

    ; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
    ; This may help with some situations where avatars are persistently grey, though it will not help
    ; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
    ResendAppearanceUpdates = true

    ; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar
    ; on every login
    ReuseTextures = true


[Attachments]
    ; Controls whether avatar attachments are enabled.
    ; Defaults to true - only set to false for debugging purposes
    Enabled = true

    ; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments
    ; Experimental setting to control CPU spiking when avatars with many attachments login/change outfit
    ; or when multiple avatars with medium level attachments login/change outfit simultaneously.
    ; If 0 then no throttling is performed.
    ThrottlePer100PrimsRezzed = 0


[Mesh]
    ; enable / disable mesh asset uploads
    ; mesh asset must conform to standard mesh format, with OpenSim extensions
    ; default is true
    AllowMeshUpload = true

    ; Minimum user level required to upload meshes
    ;LevelUpload = 0

    ; support meshes on physics
    UseMeshiesPhysicsMesh = true

    ;support convex shape type on normal prims
    ; (ubOde only)
    ;ConvexPrims = true

    ;support convex shape type on sculpts
    ; (ubOde only)
    ;ConvexSculpts = true

    ; mesh cache settings:
    ; (ubOde only)
    ; do cache (keep true)
    ;MeshFileCache = true
    ; cache folder name relative to bin/ or absolute path
    ;MeshFileCachePath = MeshCache
    ;MeshFileCacheDoExpire = true
    ;MeshFileCacheExpireHours = 48


[Textures]
    ; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible
    ; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components
    ; (e.g. images pulled from an external HTTP address).
    ; 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.
    ; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted.
    ; Hence, currently considered experimental.
    ; Default is false.
    ReuseDynamicTextures = false

    ; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused
    ; 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.
    ; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem.
    ; This setting only has an affect is ReuseDynamicTextures = true
    ; Default is false
    ReuseDynamicLowDataTextures = false


[ODEPhysicsSettings]
    ; ##
    ; ## Physics stats settings ( most ignored by ubOde )
    ;

    ; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule
    ; (see http://opensimulator.org/wiki/Monitoring_Module for more details).
    collect_stats = false

    ; ##
    ; ## Physics logging settings - logfiles are saved to *.DIF files
    ; ##

    ; default is false
    ;physics_logging = true
    ;; every n simulation iterations, the physics snapshot file is updated
    ;physics_logging_interval = 50
    ;; append to existing physics logfile, or overwrite existing logfiles?
    ;physics_logging_append_existing_logfile = true

    ;##
    ;## World Settings
    ;##

    ;Gravity.  Feel like falling up?  change world_gravityz to 9.8 instead of -9.8.  m/s
    world_gravityx = 0
    world_gravityy = 0
    world_gravityz = -9.8

    ; Terminal velocity of a falling avatar
    ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
    ; Max value is 255, min value is 0
    avatar_terminal_velocity = 54

    ; World Step size.
    ; with legacy ODE this value needs to be close to 0.02s
    ; with ubOde this value can be reduced to improve simulation quality with the cost of higher cpu load
    ; you will need to test acording to you needs
    ; choosing a value that is a integer sub multiple of FrameRate reduces some jitter on reported physics FPS
    world_stepsize = 0.01818
    ; number of iterations of constrains solver, higher should improve results
    ; up to a point where acumulated math errors eliminate the improvement
    ; more steps may increase CPU load. No real gain in changing
    world_solver_iterations = 10

    ;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
    ; defines spaces partition cells min and max sizes == 2^value
    world_hashspace_level_low = -5
    world_hashSpace_level_high = 12

    meters_in_small_space = 29.9


    ; ##
    ; ## Contact properties. (the stuff that happens when things come in contact with each other)
    ; ##

    ; surface layer around geometries other geometries can sink into before generating a contact
    world_contact_surface_layer = 0.001

    ; Filtering collisions helps keep things stable physics wise, but sometimes
    ; it can be overzealous.  If you notice bouncing, chances are it's that.
    filter_collisions = false

    ; Non Moving Terrain Contact (avatar isn't moving)
    nm_terraincontact_friction = 255.0
    nm_terraincontact_bounce = 0.1
    nm_terraincontact_erp = 0.1025

    ; Moving Terrain Contact (avatar is moving)
    m_terraincontact_friction = 75.0
    m_terraincontact_bounce = 0.05
    m_terrainContact_erp = 0.05025

    ; Moving Avatar to object Contact
    m_avatarobjectcontact_friction = 75.0
    m_avatarobjectcontact_bounce = 0.1

    ; Object to Object Contact and Non-Moving Avatar to object
    objectcontact_friction = 250.0
    objectcontact_bounce = 0.2

    ; ##
    ; ## Avatar Control
    ; ##

    ; PID Controller Settings. These affect the math that causes the avatar to reach the
    ; desired velocity
    ; See http://en.wikipedia.org/wiki/PID_controller

    av_pid_derivative = 2200.0
    av_pid_proportional = 900.0

    ;girth of the avatar.  Adds radius to the height also
    av_capsule_radius = 0.37

    ; Max force permissible to use to keep the avatar standing up straight
    av_capsule_standup_tensor = 550000

    ; specifies if the capsule should be tilted (=true; old compatibility mode)
    ; or straight up-and-down (=false; better and more consistent physics behavior)
    av_capsule_tilted = false

    ; used to calculate mass of avatar.
    ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
    ; av_density * AVvolume;
    av_density = 80

    ; use this value to cut 52% of the height the sim gives us
    ; Currently unused
    ; av_height_fudge_factor = 0.52

    ; Movement.  Smaller is faster.

    ; speed of movement with Always Run off
    av_movement_divisor_walk = 1.3

    ; speed of movement with Always Run on
    av_movement_divisor_run = 0.8

    ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
    minimum_ground_flight_offset = 3.0

    ; Plant avatar.   This reduces the effect of physical contacts with the avatar.
    ; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive.
    ; The avatar still allows a small movement based on the PID settings above.  Stronger PID settings AND this active
    ; will lock the avatar in place
    av_planted = false

    ; 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
    av_av_collisions_off = false

    ; ##
    ; ## Object options
    ; ##

    ; used in the mass calculation.
    geometry_default_density = 10.000006836

    ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
    body_frames_auto_disable = 20

    ; used to control llMove2Target
    body_pid_derivative = 35
    body_pid_gain = 25

    ; maximum number of contact points to generate per collision
    contacts_per_collision = 80

    ; start throttling the object updates if object comes in contact with 3 or more other objects
    geom_contactpoints_start_throttling = 3

    ; send 1 update for every x updates below when throttled
    geom_updates_before_throttled_update = 15

    ; Maximum mass an object can be before it is clamped
    maximum_mass_object = 10000.01

    ; ##
    ; ## Sculpted Prim settings
    ; ##

    ; Do we want to mesh sculpted prim to collide like they look?
    ; If you are seeing sculpt texture decode problems
    ; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
    ; then you might want to try setting this to false.
    mesh_sculpted_prim = true

    ; number^2 non-physical level of detail of the sculpt texture.  32x32 - 1024 verticies
    mesh_lod = 32

    ; number^2 physical level of detail of the sculpt texture.  16x16 - 256 verticies
    mesh_physical_lod = 16

    ; ##
    ; ## additional meshing options
    ; ##

    ; Physics needs to create internal meshs (or convert the object meshs or scultps)
    ; for all prims except simple boxes and spheres.

    ; collisions of small objects againts larger ones can have a increased CPU load cost
    ; so this are represented by a simple BOX
    ; if all their scale dimensions are lower or equal to this option. Default is 0.1m
    ; (ubOde only)
    ; MinSizeToMeshmerize = 0.1


[BulletSim]
    ; All the BulletSim parameters can be displayed with the console command
    ;   "physics get all" and all are defined in the source file
    ;    OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.

    ; There are two bullet physics libraries, bulletunmanaged is the default and is a
    ;   native c++ dll bulletxna is a managed C# dll.  They have comparible functionality
    ;   but the c++ one is much faster.
    BulletEngine = "bulletunmanaged"
    ; BulletEngine = "bulletxna"

    ; BulletSim can run on its own thread independent of the simulator's heartbeat
    ;   thread. Enabling this will not let the physics engine slow down avatar movement, etc.
    UseSeparatePhysicsThread = true

    ; Terrain implementation can use either Bullet's heightField or BulletSim can build
    ;   a mesh. 0=heightField, 1=mesh
    TerrainImplementation = 1
    ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
    ;   resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
    ;   magnifications use lots of memory.
    TerrainMeshMagnification = 3

    ; Should avatars collide with each other?
    AvatarToAvatarCollisionsByDefault = true

    ; Avatar physics height adjustments.
    ;   http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
    AvatarHeightLowFudge = 0      ; Adjustment at low end of height range
    AvatarHeightMidFudge = 0      ; Adjustment at mid point of avatar height range
    AvatarHeightHighFudge = 0     ; Adjustment at high end of height range

    ; Avatar walk-up-stairs parameters
    ; If an avatar collides with an object 'close to its feet', the avatar will be
    ;    moved/pushed up do simulate stepping up.
;;;; Has trouble with the lighthouse stairs, but all others work fine, can even climb over some fences.  Which is odd.
    AvatarStepHeight = 0.6             ; The height, below which is considered a step collision.
    AvatarStepAngle = 0.3              ; The angle from vertical (in radians) to consider a surface a step
    AvatarStepApproachFactor = 2       ; Approach angle factor. O=straight on, .6=~45 degrees.
    AvatarStepGroundFudge = 0.1        ; Fudge added to bottom of avatar below which step collisions happen
    AvatarStepForceFactor = 0          ; Avatar is pushed up by its mass times this factor
    AvatarStepUpCorrectionFactor = 1.1 ; Avatar is displaced up the collision height times this factor
    AvatarStepSmoothingSteps = 3       ; Number of frames after a step collision that up correction is applied

    ; Terminal velocity of a falling avatar
    ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
    ; negative for a downward speed.
    AvatarTerminalVelocity = -54

    ; Default linkset implmentation
    ; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
    ;    builds a compound shape from the children shapes to create a single physical
    ;    shape. 'Compound' uses a lot less CPU time.
    LinkImplementation = 1      ; 0=constraint, 1=compound

    ; If 'true', offset a linkset's origin based on mass of linkset parts.
    LinksetOffsetCenterOfMass = false

    ; If 'true', turn scuplties into meshes
    MeshSculptedPrim = true

    ; If 'true', force simple prims (box and sphere) to be meshed
    ; If 'false', the Bullet native special case shape is used for square rectangles
    ;   and even dimensioned spheres.
    ForceSimplePrimMeshing = false

    ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
    ;   Happens often in sculpties. If turned off, there will be some doorways
    ;   that cannot be walked through.
    ShouldRemoveZeroWidthTriangles = true

    ; If 'true', use convex hull definition in mesh asset if present.
    ShouldUseAssetHulls = true

    ; If there are thousands of physical objects, these maximums should be increased.
    MaxCollisionsPerFrame = 2048
    MaxUpdatesPerFrame = 8192

    ; Detailed physics debug logging. Very verbose.
    PhysicsLoggingEnabled = False
    PhysicsLoggingDir = "."
    VehicleLoggingEnabled = False


[RemoteAdmin]
    ;; This is the remote admin module, which uses XMLRPC requests to
    ;; manage regions from a web interface.

    enabled = false

    ; Set this to a nonzero value to have remote admin use a different port
    port = 0

    ; Set this to the ip address that you want the admin server to bind to
    bind_ip_address = "0.0.0.0"

    ; This password is required to make any XMLRPC call (should be set as the "password" parameter)
    access_password = unknown

    ; List the IP addresses allowed to call RemoteAdmin
    ; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
    ; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
    ; access_ip_addresses =

    ; set this variable to true if you want the create_region XmlRpc
    ; call to unconditionally enable voice on all parcels for a newly
    ; created region [default: false]
    create_region_enable_voice = false

    ; set this variable to false if you want the create_region XmlRpc
    ; call to create all regions as private per default (can be
    ; overridden in the XmlRpc call) [default: true]
    create_region_public = false

    ; the create_region XmlRpc call uses region_file_template to generate
    ; the file name of newly create regions (if they are created
    ; persistent). the parameter available are:
    ;     {0} - X location
    ;     {1} - Y location
    ;     {2} - region UUID
    ;     {3} - region port
    ;     {4} - region name with " ", ":", "/" mapped to  "_"
    region_file_template = "{0}x{1}-{2}.ini"

    ; we can limit the number of regions that XmlRpcCreateRegion will
    ; allow by setting this to a positive, non-0 number: as long as the
    ; number of regions is below region_limits, XmlRpcCreateRegion will
    ; succeed. setting region_limit to 0 disables the check.
    ; default is 0
    ;region_limit = 0

    ; enable only those methods you deem to be appropriate using a | delimited whitelist
    ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
    ; if this parameter is not specified but enabled = true, all methods will be available
    enabled_methods = all

    ; specify the default appearance for an avatar created through the remote admin interface
    ; This will only take effect is the file specified by the default_appearance setting below exists
    ;default_male = Default Male
    ;default_female = Default Female

    ; update appearance copies inventory items and wearables of default avatars. if this value is false
    ; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
    ; subfolders are copied. the receiver will wear the same items the default avatar did wear.
    copy_folders = true

    ; path to default appearance XML file that specifies the look of the default avatars
    ;default_appearance = default_appearance.xml


; RestPlugins are not currently operational.
;[RestPlugins]
;    ; Change this to true to enable REST Plugins. This must be true if you wish to use
;    ; REST Region or REST Asset and Inventory Plugins
;    enabled = false
;    god_key = SECRET
;    prefix = /admin


;[RestRegionPlugin]
;    ; Change this to true to enable the REST Region Plugin
;    enabled = false


;[RestHandler]
;    ; Change this to true to enable the REST Asset and Inventory Plugin
;    enabled = false
;    authenticate = true
;    secured = true
;    extended-escape = true
;    realm = OpenSim REST
;    dump-asset = false
;    path-fill = true
;    dump-line-size = 32
;    flush-on-error = true


[IRC]
    ; IRC bridge is experimental, so if it breaks... keep both parts... yada yada
    ; also, not good error detection when it fails
    enabled = false; you need to set this to true otherwise it won't connect
    ;server  = name.of.irc.server.on.the.net
    ;; user password - only use this if the server requires one
    ;password = mypass
    ;nick    = OpenSimBotNameProbablyMakeThisShorter
    ;channel = #the_irc_channel_you_want_to_connect_to
    ;user    = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
    ;port = 6667
    ;; channel to listen for configuration commands
    ;commands_enabled = false
    ;command_channel = 2777
    ;report_clients = true
    ;; relay private chat connections
    ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
    ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
    ;; relay_private_channel_in -- channel to receive message from the IRC bridge
    ;; relay_chat = false: IRC bridge will not relay normal chat
    ;; access_password -- simple security device
    ;;
    ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
    ;;
    ;;     relay_private_channels = false
    ;;     relay_chat = true
    ;;
    ;; to relay chat only to/from private in-world channels:
    ;;
    ;;     relay_chat = false
    ;;     relay_private_channels = true
    ;;     relay_private_channel_in = 2226
    ;;     relay_private_channel_out = 2225
    ;;
    ;; in this example, all chat coming in from IRC will be send out via
    ;; in-world channel 2226, and all chat from in-world channel 2225 will
    ;; be relayed to the IRC channel.
    ;;
    ;relay_private_channels = false
    ;relay_private_channel_in = 2226
    ;relay_private_channel_out = 2225
    ;relay_chat = true
    ;access_password = foobar

    ;;fallback_region = name of "default" region
    ;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
    ;; must start with "PRIVMSG {0} : " or irc server will get upset
    ;;for <bot>:<user in region> :<message>
    ;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
    ;;for <bot>:<message> - <user of region> :
    ;msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
    ;;for <bot>:<message> - from <user> :
    ;;msgformat = "PRIVMSG {0} : {3} - from {1}"

    ;; exclude_list allows you to stop the IRC connector from announcing the
    ;;arrival and departure of certain users. For example: admins, bots.

    ;exclude_list=User 1,User 2,User 3

    ;;Shows modal alertbox for entering agent on IRC enabled regions
    ;;
    ;; Enable Alert, default = false
    ;alert_show = false
    ;;
    ;; Show IRC serverinfo, default = true
    ;alert_show_serverinfo = true
    ;;
    ;alert_msg_pre = "This region is linked to Irc."
    ;alert_msg_post = "Everything you say in public chat can be listened."


[Sun]
    ; The following settings control the progression of daytime
    ; in the Sim.  The defaults are the same as the commented out settings
    ; number of wall clock hours for an opensim day.  24.0 would mean realtime
    day_length = 24
    ; Year length in days
    year_length = 365
    ; Day to Night Ratio
    day_night_offset = 1.0
    ; send a Sun update every update_interval # of frames.  A lower number will
    ; make for smoother sun transition at the cost of network
    ;update_interval = 100


[Wind]
    ; Enables the wind module.  Default is true
    enabled = true

    ; How often should wind be updated, as a function of world frames.  Approximately 50 frames a second
    wind_update_rate = 150

    ; The Default Wind Plugin to load
    wind_plugin = SimpleRandomWind

    ; These settings are specific to the ConfigurableWind plugin
    ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
    ; avg_strength  = 5.0
    ; avg_direction = 0.0
    ; var_strength  = 0.0
    ; var_direction = 0.0
    ; rate_change   = 1.0

    ; This setting is specific to the SimpleRandomWind plugin
    ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.  Default is 1.0
    strength = 1.0


[Cloud]
    ; Enable this to generate classic particle clouds above the sim.
    ; default is disabled - turn it on here
    enabled = true

    ; Density of cloud cover 0.0 to 1.0 Defult 0.5
    density = 0.5

    ; update interval for the cloud cover data returned by llCloud().
    ; default is 1000
    cloud_update_rate = 1000


[LightShare]
    ; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
    ; It has no ill effect on viewers which do not support server-side windlight settings.
    enable_windlight = true


[Trees]
    ; enable the trees module. default true
    enabled = true

    ; active_trees allows module to change its trees in time.
    ; some will be deleted, others created and rest may grow
    ; default is false. You can change it with console command tree active true | false later
    active_trees = false
    ; the trees change execution time rate (in ms)
    update_rate = 1000

    ; allow the trees to grow.
    ; DANGER
    ; this option causes high network use on the order of
    ; NumberOfTrees * NumberAvatars * 1000 / update_rate udp packets per second
    allowGrow = false


[VectorRender]
    ; the font to use for rendering text (default: Arial)
    ; font_name = "Arial"


[LL-Functions]
    ; Set the following to true to allow administrator owned scripts to execute console commands
    ; currently unused
    ; AllowosConsoleCommand=false

    ; Are god functions such as llSetObjectPermMask() allowed?  If true then gods and only gods have access to these functions.
    ; If false then gods cannot execute these functions either.
    AllowGodFunctions = true

    ; Restrict the email address used by llEmail to the address associated with the avatars user account?
    ; 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.
    ; If false then email may be sent to any valid email address.
    RestrictEmail = false

    ; Maximum number of llListen events we allow over the entire region.
    ; Set this to 0 to have no limit imposed
    max_listens_per_region = 0

    ; Maximum number of llListen events we allow per script
    ; Set this to 0 to have no limit imposed.
    max_listens_per_script = 0

    ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
    max_external_urls_per_simulator = 100

    ; Use size boxes instead of meshed prims, sculpts and mesh when calculating bounding boxes.
    ; Speeds up calculations but can make them inaccurate, in some cases very inaccurate.
    UseSimpleBoxesInGetBoundingBox = false

    ; Add a third vector with stats when returning results from llGetBoundingBox.
    ; Lists objects (groups), prims/meshes/avatars (parts) and vertices rendered.
    AddStatsInGetBoundingBox = false

    ; Avatar bounding box, lower X value, constant part, when standing
    LowerAvatarBoundingBoxStandingXconst = -0.275

    ; Avatar bounding box, upper X value, constant part, when standing
    UpperAvatarBoundingBoxStandingXconst = 0.275

    ; Avatar bounding box, lower Y value, constant part, when standing
    LowerAvatarBoundingBoxStandingYconst = -0.35

    ; Avatar bounding box, upper Y value, constant part, when standing
    UpperAvatarBoundingBoxStandingYconst = 0.35

    ; Avatar bounding box, lower Z value, constant part, when standing
    LowerAvatarBoundingBoxStandingZconst = -0.1

    ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when standing
    LowerAvatarBoundingBoxStandingZcoeff = -0.5

    ; Avatar bounding box, upper Z value, constant part, when standing
    UpperAvatarBoundingBoxStandingZconst = 0.1

    ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when standing
    UpperAvatarBoundingBoxStandingZcoeff = 0.5

    ; Avatar bounding box, lower X value, constant part, when groundsitting
    LowerAvatarBoundingBoxGroundsittingXconst = -0.3875

    ; Avatar bounding box, upper X value, constant part, when groundsitting
    UpperAvatarBoundingBoxGroundsittingXconst = 0.3875

    ; Avatar bounding box, lower Y value, constant part, when groundsitting
    LowerAvatarBoundingBoxGroundsittingYconst = -0.5

    ; Avatar bounding box, upper Y value, constant part, when groundsitting
    UpperAvatarBoundingBoxGroundsittingYconst = 0.5

    ; Avatar bounding box, lower Z value, constant part, when groundsitting
    LowerAvatarBoundingBoxGroundsittingZconst = -0.05

    ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when groundsitting
    LowerAvatarBoundingBoxGroundsittingZcoeff = -0.375

    ; Avatar bounding box, upper Z value, constant part, when groundsitting
    UpperAvatarBoundingBoxGroundsittingZconst = 0.5

    ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when groundsitting
    UpperAvatarBoundingBoxGroundsittingZcoeff = 0.0

    ; Avatar bounding box, lower X value, constant part, when sitting
    LowerAvatarBoundingBoxSittingXconst = -0.5875

    ; Avatar bounding box, upper X value, constant part, when sitting
    UpperAvatarBoundingBoxSittingXconst = 0.1875

    ; Avatar bounding box, lower Y value, constant part, when sitting
    LowerAvatarBoundingBoxSittingYconst = -0.35

    ; Avatar bounding box, upper Y value, constant part, when sitting
    UpperAvatarBoundingBoxSittingYconst = 0.35

    ; Avatar bounding box, lower Z value, constant part, when sitting
    LowerAvatarBoundingBoxSittingZconst = -0.35

    ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when sitting
    LowerAvatarBoundingBoxSittingZcoeff = -0.375

    ; Avatar bounding box, upper Z value, constant part, when sitting
    UpperAvatarBoundingBoxSittingZconst = -0.25

    ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when sitting
    UpperAvatarBoundingBoxSittingZcoeff = 0.25

    ; Safety coefficient for max bounding box from prim size box X coordinate
    ; Worst case is twisted and sheared box, 1+sqrt(2)
    PrimBoundingBoxSafetyCoefficientX = 2.414214

    ; Safety coefficient for max bounding box from prim size box Y coordinate
    ; Worst case is twisted and sheared box, 1+sqrt(2)
    PrimBoundingBoxSafetyCoefficientY = 2.414214

    ; Safety coefficient for max bounding box from prim size box Z coordinate
    ; Worst case is twisted tube, 0.5+sqrt(1.25)
    PrimBoundingBoxSafetyCoefficientZ = 1.618034

    ; Use llCastRay V3 if true.
    ; Implements llCastRay similar but not identical to Second Life.
    ; See http://wiki.secondlife.com/wiki/LlCastRay .
    ; NEW
    ; Meshes prims for good accuracy in ray hit detection,
    ; handling basic and tortured prims, sculpts and meshes.
    ; Uses ellipsoid, correctly sized avatar capsules.
    ; Handles complex terrain, multi-prim objects and seated avatars.
    ; Implements throttling and the status codes
    ; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED,
    ; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW.
    ; WARNING
    ; Can be faster on some servers and scenes, but slower on others,
    ; compared to previous version of llCastRay in OpenSimulator.
    ; Is in most cases considerably slower than llCastRay in Second Life.
    ; Generates geometry meshes and can therefore use much system resources.
    UseLlCastRayV3 = true

    ; Accepted calculation precision error in calculations in llCastRay V3
    FloatToleranceInLlCastRay = 0.00001

    ; Accepted distance difference between duplicate hits in llCastRay V3
    FloatTolerance2InLlCastRay = 0.001

    ; Detail level when rendering prims in llCastRay V3
    ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
    PrimDetailLevelInLlCastRay = 1

    ; Detail level when rendering sculpts in llCastRay V3
    ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
    SculptDetailLevelInLlCastRay = 1

    ; Detail level when rendering meshes in llCastRay V3
    ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
    MeshDetailLevelInLlCastRay = 3

    ; Detail level when rendering avatar capsules in llCastRay V3
    ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
    AvatarDetailLevelInLlCastRay = 1

    ; Maximum number of returned hits from llCastRay V3
    MaxHitsInLlCastRay = 16

    ; Maximum number of returned hits per prim from llCastRay V3
    MaxHitsPerPrimInLlCastRay = 16

    ; Maximum number of returned hits per object from llCastRay V3
    MaxHitsPerObjectInLlCastRay = 16

    ; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true
    DetectExitHitsInLlCastRay = false

    ; Detect attachments in llCastRay V3 if true
    DoAttachmentsInLlCastRay = false

    ; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3
    ; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this
    ThrottleTimeInMsInLlCastRay = 200

    ; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3
    AvailableTimeInMsPerRegionInLlCastRay = 40

    ; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3
    AvailableTimeInMsPerAvatarInLlCastRay = 10

    ; Required available time in ms left to perform a new llCastRay in llCastRay V3
    RequiredAvailableTimeInMsInLlCastRay = 2

    ; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions
    MaximumAvailableTimeInMsInLlCastRay = 40

    ; Use cached meshes in llCastRay V3 if true
    ; Improves performance but uses more memory
    UseMeshCacheInLlCastRay = true


[DataSnapshot]
    ; The following set of configs pertains to search.
    ; Set index_sims to true to enable search engines to index your searchable data
    ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
    ; default is false
    index_sims = false

    ; The variable data_exposure controls what the regions expose:
    ;    minimum: exposes only things explicitly marked for search
    ;    all: exposes everything
    data_exposure = minimum

    ; If search is on, change this to your grid name; will be ignored for standalones
    gridname = "${Const|GridName}"

    ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
    ; Later, you may want to increase this to 3600 (1 hour) or more
    default_snapshot_period = 1200

    ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
    snapshot_cache_directory = "${Paths|CachePath}/DataSnapshot"

    ; Uncomment if you want to index your data with this and/or other search providers. One entry per
    ; data service
    ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"


[Economy]
    ; the economy module in use
    ; default is the provided BetaGridLikeMoneyModule
    ; - This module is for demonstration only -
    ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
    ; There is no intention to implement anything further in core OpenSimulator.
    ; This functionality has to be provided by third party modules.
    ; To use other modules you need to override this setting on OpenSim.ini Economy (or startup) section
    ; economymodule = BetaGridLikeMoneyModule

    ; These economy values get used in the BetaGridLikeMoneyModule.  - This module is for demonstration only -
    ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
    ; There is no intention to implement anything further in core OpenSimulator.
    ; This functionality has to be provided by third party modules.

    ;; Enables selling things for $0.  Default is true.
    SellEnabled = true

    ;; Money Unit fee to upload textures, animations etc.  Default is 0.
    PriceUpload = 0

    ;; Money Unit fee to create groups.  Default is 0.
    PriceGroupCreate = 0

    ; We don't really know what the rest of these values do.  These get sent to the client
    ; These taken from Agni at a Public Telehub.  Change at your own risk.
    ;ObjectCount = 0
    ;PriceEnergyUnit = 0
    ;PriceObjectClaim = 0
    ;PricePublicObjectDecay = 0
    ;PricePublicObjectDelete = 0
    ;PriceParcelClaim = 0
    ;PriceParcelClaimFactor = 1

    ;PriceRentLight = 0
    ;TeleportMinPrice = 0
    ;TeleportPriceExponent = 2
    ;EnergyEfficiency = 1
    ;PriceObjectRent = 0
    ;PriceObjectScaleFactor = 10
    ;PriceParcelRent = 0


[XEngine]
    ; Enable this engine in this OpenSim instance
    Enabled = true

    ; How many threads to keep alive even if nothing is happening
    MinThreads = 2

    ; How many threads to start at maximum load
    MaxThreads = 100

    ; Time a thread must be idle (in seconds) before it dies
    IdleTimeout = 60

    ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
    Priority = "BelowNormal"

    ; Maximum number of events to queue for a script (excluding timers)
    MaxScriptEventQueue = 3000

    ; Stack size per thread created
    ThreadStackSize = 262144

    ; Set this to true to load each script into a separate
    ; AppDomain. Setting this to false will load all script assemblies into the
    ; current AppDomain, which will reduce the initial per-script memory overhead,
    ; but deleted scripts stay inactive using memory.
    ; Significantly improving script loading times.
    ; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
    ; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
    ; This may only be a problem if regions stay alive for a long time with lots of scripts added or edited.
    ; At this time some mono versions seem to have problems with the true option,
    ; so default is now false until a fix is found, to simply life of less technical skilled users.
    ; WARNING this makes OpenSim use four times as much memory!
    AppDomainLoading = false

    ; Controls whether previously compiled scripts DLLs are deleted on sim restart.
    ; If you set this to false then startup will be considerably faster since scripts won't need to be recompiled.
    ; It should be true on first run after updating opensim binary version
    ; after first run you can change to false.
    ; You can also set it to false and delete the script DLLs by hand
    ; This does not delete cached scripts state.
    DeleteScriptsOnStartup = false

    ; CompactMemOnLoad
    ; forces calls to memory garbage collector before loading each script DLL during region startup.
    ; Peak memory usage is reduced and region starts with a more compacted memory allocation.
    ; But this costs a lot of time, so region load will take a lot longer.
    ; it is more usefull if there are no previously compiled scripts DLLs (or DeleteScriptsOnStartup = true)
    ; CompactMemOnLoad = false

    ; Controls whether scripts are stopped by aborting their threads externally (abort)
    ; or by co-operative checks inserted by OpenSimulator into compiled script (co-op).
    ; co-op will be more stable as aborting threads can cause instability.
    ; abort was the default option in OpenSimulator 0.8 and before.
    ; If this setting is changed between co-op and abort, then existing scripts will automatically be recompiled if necessary.
    ; However, the setting change will not take affect until the next time you restart the simulator.
    ; Setting changes will not affect state information stored for scripts.
    ScriptStopStrategy = co-op

    ; Rate to poll for asynchronous command replies (ms)
    ; currently unused
    ;AsyncLLCommandLoopms = 50

    ; Save the source of all compiled scripts
    WriteScriptSourceToDebugFile = false

    ; Compile debug info (line numbers) into the script assemblies
    CompileWithDebugInformation = true

    ; Don't include stack traces in silly threat level errors, and don't bother with "OSSL Runtime Error: " either.
    ; On the other hand, having this true stops the official OpenSim OhSilly detection script from working.
    DebuggerSafe = true

    ; Allow the user of mod* functions.  This allows a script to pass messages
    ; to a region module via the modSendCommand() function
    ; Default is false
    AllowMODFunctions = true

    ; Allow the use of os* functions (some are dangerous)
    AllowOSFunctions = true

    ; Allow the user of LightShare functions
    AllowLightShareFunctions = true

    ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
    OSFunctionThreatLevel = Moderate

    ; OS Functions enable/disable
    ; For each function, you can add one line, as shown
    ; The default for all functions allows them if below threat level

    ; true allows the use of the function unconditionally
    ; Allow_osSetRegionWaterHeight = true

    ; false disables the function completely
    ; Allow_osSetRegionWaterHeight = false

    ; Comma separated list of UUIDS allows the function for that list of UUIDS
    ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb

    ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
    ; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel
    ; - PARCEL_OWNER: allow if the objectowner is parcelowner
    ; - ESTATE_MANAGER: allow if the object owner is a estate manager
    ; - ESTATE_OWNER: allow if objectowner is estateowner
    ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...

    ; You can also use script creators as the uuid
    ; Creators_osSetRegionWaterHeight = <uuid>, ...

    ; If both Allow_ and Creators_ are given, effective permissions
    ; are the union of the two.

    ; Interval (s) between background save of script states
    SaveInterval = 120

    ; Interval (s) between maintenance runs (0 = disable)
    MaintenanceInterval = 10

    ; Time a script can spend in an event handler before it is interrupted
    EventLimit = 60

    ; If a script overruns it's event limit, kill the script?
    KillTimedOutScripts = true

    ; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested
    ; before aborting the thread (such as when an object containing scripts is taken into inventory).
    WaitForEventCompletionOnScriptStop = 1000

    ; Maximum length of notecard line read
    ; Increasing this to large values potentially opens
    ; up the system to malicious scripters.  Pfffft.
    NotecardLineReadCharsMax = 1024

    ; Minimum settable timer interval. Any timer setting less than this is
    ; rounded up to this minimum interval.
    MinTimerInterval = 0.1

    ; Sensor settings
    SensorMaxRange = 1024.0
    SensorMaxResults = 64

    ; Allow for llCreateLink and llBreakLink to work without asking for permission
    ; only enable this in a trusted environment otherwise you may be subject to hijacking
    AutomaticLinkPermission = true

    ; Disable underground movement of prims (default true); set to
    ; false to allow script controlled underground positioning of
    ; prims
    DisableUndergroundMovement = false

    ;; Path to script assemblies
    ScriptEnginesPath = "${Paths|CachePath}/ScriptEngines"

    ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section


[OSSL]
    ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
    ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
    ;; If this INI file is not included, the OSSL functions are disabled.
    Include-osslEnable = "config-include/osslEnable.ini"


[Concierge]
    ; Enable concierge module
    ; Default is false
    enabled = false

    ; name of the concierge
    whoami = "jeeves"

    ; password for updating the welcome message templates via XmlRpc
    password = SECRET

    ; regex specifying for which regions concierge service is desired; if
    ; empty, then for all
    ;regions = "^MeetingSpace-"
    regions = ""

    ; for each region that matches the regions regexp you can provide
    ; (optionally) a welcome template using format substitution:
    ; {0} is replaced with the name of the avatar entering the region
    ; {1} is replaced with the name of the region
    ; {2} is replaced with the name of the concierge (whoami variable above)

    ;welcomes = /path/to/welcome/template/directory

    ; Concierge can send attendee lists to an event broker whenever an
    ; avatar enters or leaves a concierged region. the URL is subject
    ; to format substitution:
    ; {0} is replaced with the region's name
    ; {1} is replaced with the region's UUID
    ;broker = "http://broker.place.com/{1}"


[MRM]
    ; Enables the Mini Region Modules Script Engine.
    ; default is false
    Enabled = false

    ; Runs MRM in a Security Sandbox
    ; WARNING: DISABLING IS A SECURITY RISK.
    Sandboxed = true

    ; The level sandbox to use, adjust at your OWN RISK.
    ; Valid values are:
    ; *  FullTrust
    ; *  SkipVerification
    ; *  Execution
    ; *  Nothing
    ; *  LocalIntranet
    ; *  Internet
    ; *  Everything
    SandboxLevel = "Internet"

    ; Only allow Region Owners to run MRMs
    ; May represent a security risk if you disable this.
    OwnerOnly = true


[Hypergrid]
    ; Keep it false for now. Making it true requires the use of a special client in order to access inventory
    safemode = false


[FreeSwitchVoice]
    ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
    ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
    ; Enabled = false

    ;; You need to load a local service for a standalone, and a remote service
    ;; for a grid region. Use one of the lines below, as appropriate
    ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
    ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
    ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector

    ;; If using a remote connector, specify the server URL
    ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi


[VivoxVoice]
    ; The VivoxVoice module will allow you to provide voice on your
    ; region(s). It uses the same voice technology as the LL grid and
    ; works with recent LL clients (we have tested 1.22.9.110075, so
    ; anything later ought to be fine as well).
    ;
    ; For this to work you need to obtain an admin account from Vivox
    ; that allows you to create voice accounts and region channels.

    enabled = false

    ; vivox voice server
    vivox_server = www.foobar.vivox.com

    ; vivox SIP URI
    vivox_sip_uri = foobar.vivox.com

    ; vivox admin user name
    vivox_admin_user = DeepThroat

    ; vivox admin password
    vivox_admin_password = VoiceG4te

    ; channel type: "channel" or "positional"
    ; - positional: spatial sound (default)
    ; - channel: normal "conference call", no spatial sound
    ;vivox_channel_type = positional

    ; channel characteristics (unless you know what you are doing, i'd
    ; leave them as they are --- now you WILL muck around with them,
    ; huh? sigh)

    ; channel distance model:
    ; 0 - no attenuation
    ; 1 - inverse distance attenuation
    ; 2 - linear attenuation (default)
    ; 3 - exponential attenuation
    ;vivox_channel_distance_model = 2

    ; channel mode:
    ; - "open" (default)
    ; - "lecture"
    ; - "presentation"
    ; - "auditorium"
    ;vivox_channel_mode = "open"

    ; channel roll off: rate of attenuation
    ; - a value between 1.0 and 4.0, default is 2.0
    ;vivox_channel_roll_off = 2.0

    ; channel max range: distance at which channel is silent
    ; - a value between 0 and 160, default is 80
    ;vivox_channel_max_range = 80

    ; channel clamping distance: distance before attenuation applies
    ; - a value between 0 and 160, default is 10
    ;vivox_channel_clamping_distance = 10


[Groups]
    Enabled = true
    ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
    ;; The default module can use a PHP XmlRpc server from the Flotsam project at
    ;; http://code.google.com/p/flotsam/
    ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
    ; This is the current groups stub in Region.CoreModules.Avatar.Groups.  All the other settings below only really
    ; apply to the Flotsam/SimianGrid GroupsModule
    ; Module = Default
    ; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
    ; or from the SimianGrid project at http://code.google.com/p/openmetaverse
    ;Module  = GroupsModule
    ;; or... use Groups Module V2, which works for standalones and robust grids
     Module = "Groups Module V2"

    ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
    StorageProvider = "${Const|DataProvider}"

    ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
    ;; Service connectors to the Groups Service as used in the GroupsModule.  Select one as follows:
    ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
    ;; -- for Simian Groups use SimianGroupsServicesConnector
    ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
    ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
    ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
    ;; Note that the quotes "" around the words are important!
    ServicesConnectorModule = "Groups HG Service Connector"

    ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
    ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
    LocalService = remote

    ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
    ;; Used for V2 in Remote only.
    ; SecretKey = "sEcReTkEy"

    ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
    ;; URI for the groups services of this grid
    ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
    ;; or http://mygridserver.com:82/Grid/ for SimianGrid
    ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
    ;; Leave it commented for standalones, V2
    GroupsServerURI = "${Const|BaseURL}:${Const|PrivatePort}"

    ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
    ;; Used for V2 in HG only. For example
    ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
    ;; If you have this set under [Startup], no need to set it here, leave it commented
    HomeURI = ${Const|BaseURL}:${Const|PublicPort}

    ; Enable Group Notices
    NoticesEnabled   = true

    ; This makes the Group module very chatty on the console.
    DebugEnabled     = false

    ; This makes the Groups Messaging module very chatty on the console.
    DebugMessagingEnabled = false

    ; Groups data is cached for this number of seconds before another request is made to the groups service
    ; Set to 0 to disable the cache.
    ; Default is 30 seconds
    GroupsCacheTimeout = 30

    ; Specify which messaging module to use for groups messaging and if it's enabled
    ;MessagingModule = GroupsMessagingModule
    MessagingEnabled = true

    ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
    ; MessagingModule = GroupsMessagingModule
    ; or use "Groups Messaging Module V2" for Groups V2
    MessagingModule = "Groups Messaging Module V2"

    ; Experimental option to only message cached online users rather than all users
    ; Should make large group with few online members messaging faster, at the expense of more calls to ROBUST presence service
    ; (Flotsam groups only; in V2 this is always on)
    MessageOnlineUsersOnly = true

    ; Service connectors to the Groups Service.  Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend

    ; SimianGrid Service for Groups
    ;ServicesConnectorModule = SimianGroupsServicesConnector
    ;GroupsServerURI = http://mygridserver.com:82/Grid/

    ; Flotsam XmlRpc Service for Groups
    ;ServicesConnectorModule = XmlRpcGroupsServicesConnector
    ;GroupsServerURI        = http://yourxmlrpcserver.com/xmlrpc.php

    ; XmlRpc Security settings.  These must match those set on your backend groups service if the service is using these keys
    ;XmlRpcServiceReadKey    = 1234
    ;XmlRpcServiceWriteKey   = 1234

    ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
    ; only set to false it if you absolute sure regions and groups server support it.
    ; XmlRpcDisableKeepAlive = true

    ; Minimum user level required to create groups
    LevelGroupCreate = 0


[PacketPool]
    ;RecyclePackets = true
    ;RecycleDataBlocks = true

    ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets.
    ; This reduces data churn
    RecycleBaseUDPPackets = true


[InterestManagement]
    ; This section controls how state updates are prioritized for each client
    ; Valid values are BestAvatarResponsiveness, Time, Distance,
    ; SimpleAngularDistance, and FrontBack
    UpdatePrioritizationScheme = BestAvatarResponsiveness
    ReprioritizationEnabled = true
    ReprioritizationInterval = 2000.0
    RootReprioritizationDistance = 10.0
    ChildReprioritizationDistance = 20.0

    ; TEST OPTION KEEP AS FALSE
    ; if true, don't send object updates if outside view range
    ObjectsCullingByDistance = false

    ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in the same region
    ; 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).
    ; n > 1 will reduce UDP traffic but will lead to laggier movement observed in other avatars.
    RootTerseUpdatePeriod = 0

    ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in another region
    ; 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.
    ChildTerseUpdatePeriod = 0

    ; Send an update to clients if the difference from the last sent avatar position is greater than this tolerance
    RootPositionUpdateTolerance = 0.05

    ; Send an update to clients if the euclidian difference from the last sent avatar rotation is greater than this tolerance
    RootRotationUpdateTolerance = 0.1

    ; Send an update to clients if the difference from the last sent avatar velocity is greater than this tolerance
    RootVelocityUpdateTolerance = 0.001


[Monitoring]
    ; Enable region monitoring
    ; If true, this will print out an error if more than a minute has passed since the last simulator frame
    ; Also is another source of region statistics provided via the regionstats URL
    Enabled = true
    ; next option may still use framework performance monitors designed for debug only, so avoid it
    ;ServerStatsEnabled = false


[WebStats]
    ; View region statistics via a web page
    ; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
    ; Use a web browser and type in the "Login URI" + "/SStats/"
    ; For example- http://127.0.0.1:9000/SStats/
    enabled=true


[Statistics]
    ; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames
    ; to include in the averaging calculations
    NumberOfFrames=10


[MediaOnAPrim]
    ; Enable media on a prim facilities
    Enabled = true


[NPC]
    ;; Enable Non Player Character (NPC) facilities
    Enabled = true
    ;; several options to control NPCs creation

    ;; allow NPCs to be created not Owned {true false} default: true
    AllowNotOwned = true

    ;; allow NPCs to set to be sensed as Avatars {true false} default: true
    AllowSenseAsAvatar = true

    ;; allow NPCs to created cloning any avatar in region {true false} default: true
    AllowCloneOtherAvatars = true

    ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
    NoNPCGroup = false

[Terrain]
    ; Values can be "pinhead-island" or "flat"
    InitialTerrain = "pinhead-island"
    ; If 'true' each avatar is only sent terrain patches within their view distance
    ; This also changes the region terrain loading from 'lawn mower' to ordered around
    ;     the avatar outward.
    SendTerrainUpdatesByViewDistance = True

[LandManagement]
    ; When editing terrain or objects, parcel layer info is updated in the viewer.
    ;   This can be expensive for large regions. If this variable is 'true', only the
    ;   parcel layer data around the area of interest is sent. The parcel layer info
    ;   is sent for 'ParcelLayerViewDistance' around the interest point.
    ; If 'ParcelLayerViewDistance' is >= 128, the operation for legacy sized regions
    ;   will be what it has always been (send the whole region's parcel layer info).
    ; Other parcel updates (login, changing parcel ownership, ...) will still send
    ;   whole region.
    LimitParcelLayerUpdateDistance = false
    ParcelLayerViewDistance = 1024

    ; set this to false to not display parcel ban lines
    ShowParcelBansLines = true


;; If you are using a simian grid frontend you can enable
;; this module to upload tile images for the mapping fn
;;
[SimianGridMaptiles]
    Enabled = False
    MaptileURL = "http://www.mygrid.com/Grid/"
    RefreshTime = 3600


;;
;; JsonStore module provides structured store for scripts
;;
[JsonStore]
    Enabled = true

    ;; Enable direct access to the SOP dynamic attributes
    EnableObjectStore = true
    MaxStringSpace = 0


;;
;; These are defaults that are overwritten below in [Architecture].
;; These defaults allow OpenSim to work out of the box with
;; zero configuration
;;
[AssetService]
    DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
    AssetLoaderArgs = "assets/AssetSets.xml"

    ; Disable this to prevent the default asset set from being inserted into the
    ; asset store each time the region starts
    AssetLoaderEnabled = true


[GridService]
    ;; default standalone, overridable in StandaloneCommon.ini
    StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"


[AutoBackupModule]
    ;; default is module is disabled at the top level
    AutoBackupModuleEnabled = false


[Sounds]
    ;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule}
    Module = OpenSim.Region.CoreModules.dll:SoundModule

    ;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0}
    MaxDistance = 100.0


[ServiceThrottle]
    ;; Default time interval (in ms) for the throttle service thread to wake up
    Interval = 5000


[Dwell]
    ;; This enables the built in basic dwell module
    DwellModule = DefaultDwellModule


[Modules]
    Include-modules = "addon-modules/*/config/*.ini"


[Materials]
    ;; This enables the use of Materials.
     enable_materials = true
     MaxMaterialsPerTransaction = 50


[XBakes]
  ;; Sets the URL for the baked texture ROBUST service.
  ;; Disabled when unset.
   URL = ${Const|BaseURL}:${Const|PrivatePort}


;; Optional module to highlight God names in the viewer.
;; Uncomment and customize appropriately if you want this behavior.
;;
;[GodNames]
;	Enabled = false
;	FullNames = "Test User, Foo Bar"
;	Surnames = "Kryztlsk"