aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/bin/OpenSimDefaults.ini
blob: de7c44ccf453395c5bacf6feef6e5f3248dfb3d1 (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
[Startup]
    ; Set this to true if you want to log crashes to disk
    ; this can be useful when submitting bug reports.
    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/my.pid"

    ; Http proxy support for llHTTPRequest and dynamic texture loading
    ; Set HttpProxy to the URL for your proxy server if you would like
    ; to proxy llHTTPRequests through a firewall
    ; HttpProxy = "http://proxy.com"
    ; Set HttpProxyExceptions to a list of regular expressions for
    ; URLs that you don't want going through the proxy such as servers
    ; inside your firewall, separate patterns with a ';'
    ; HttpProxyExceptions = ".mydomain.com;localhost"

    startup_console_commands_file = "startup_commands.txt"
    shutdown_console_commands_file = "shutdown_commands.txt"

    ; To run a script every few minutes, set the script filename here
    ; timer_Script = "filename"

    ; ##
    ; ## 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
    async_call_method = SmartThreadPool

    ; Max threads to allocate on the FireAndForget thread pool
    ; when running with the SmartThreadPool option above
    MaxPoolThreads = 15

    ; ##
    ; ## CLIENTS
    ; ##

    ; Enables EventQueueGet Service.
    EventQueue = true

    ; 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="C:\somewhere\xmlfiles\"

    ; 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";

    ; 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 = false

    ; Maximum total size, and maximum size where a prim can be physical
    NonPhysicalPrimMax = 256
    PhysicalPrimMax = 10 ; (I think this was moved to the Regions.ini!)
    ClampPrimSize = false

    ; Allow scripts to cross region boundaries.  These are recompiled on the new region.
    AllowScriptCrossing = false

    ; 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

    ; Combine all contiguous regions into one large megaregion
    ; Order your regions from South to North, West to East in your regions.ini and then set this to true
    ; Warning!  Don't use this with regions that have existing content!, This will likely break them
    CombineContiguousRegions = false

    ; 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 = false

    ; ##
    ; ## 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

    ; Should avatars in neighbor sims see objects in this sim?
    see_into_this_sim_from_neighbor = true

    ; ##
    ; ## PHYSICS
    ; ##

    ; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
    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
    
    ; 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
    
    ; if you use Meshmerizer and want collisions for meshies, setting this to true
    ; will cause OpenSim to attempt to decode meshies assets, extract the physics
    ; mesh, and use it for collisions. This is currently experimental code and enabling
    ; it may cause unexpected physics problems.
    ;UseMeshiesPhysicsMesh = false
    
    ; Choose one of the physics engines below
    ; OpenDynamicsEngine is by some distance the most developed physics engine
    ; basicphysics effectively does not model physics at all, making all objects phantom

    physics = OpenDynamicsEngine
    ;physics = basicphysics
    ;physics = POS
    ;physics = modified_BulletX

    ; ##
    ; ## PERMISSIONS
    ; ##

    ;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 false
    serverside_object_permissions = false

    allow_grid_gods = false

    ; This allows somne control over permissions
    ; please note that this still doesn't duplicate SL, and is not intended to
    ;region_owner_is_god = true
    ;region_manager_is_god = false
    ;parcel_owner_is_god = 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

    ; ##
    ; ## SCRIPT ENGINE
    ; ##

    DefaultScriptEngine = "XEngine"

    ; ##
    ; ## WORLD MAP
    ; ##

    ;WorldMapModule = "WorldMap"
    ;MapImageModule = "MapImageModule"
    ; Set to false to not generate any maptiles
    ;GenerateMaptiles = "true"
    ; 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"

    ; ##
    ; ## EMAIL MODULE
    ; ##

    ;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)

    ; This is commented so it will come on automatically once it's
    ; supported.

    ; enableprejump = true

    ; Simulator Stats URI
    ; Enable JSON simulator data by setting a URI name (case sensitive)
    ; Stats_URI = "jsonSimStats"

    ; Make OpenSim start all regions woth 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

    ; 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 = false

    ; 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

[SMTP]
    enabled=false

    ;enabled=true
    ;internal_object_host=lsl.opensim.local
    ;host_domain_header_from=127.0.0.1
    ;SMTP_SERVER_HOSTNAME=127.0.0.1
    ;SMTP_SERVER_PORT=25
    ;SMTP_SERVER_LOGIN=foo
    ;SMTP_SERVER_PASSWORD=bar

[Network]
    ConsoleUser = "Test"
    ConsolePass = "secret"
    http_listener_port = 9000
    console_port = 0

    ; 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

    ; Hostname to use in llRequestURL/llRequestSecureURL
    ; if not defined - default machine name is being used
    ; (on Windows this mean NETBIOS name - useably only inside local network)
    ; ExternalHostNameForLSL=127.0.0.1

    ; 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)"

[XMLRPC]
    ; ##
    ; ## Scripting XMLRPC mapper
    ; ##

    ; If enabled, 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

    ;XmlRpcRouterModule = "XmlRpcRouterModule"
    ;XmlRpcPort = 20800

[ClientStack.LindenUDP]
    ; Set this to true to process incoming packets asynchronously. Networking is
    ; already separated from packet handling with a queue, so this will only
    ; affect whether networking internals such as packet decoding and
    ; acknowledgement accounting are done synchronously or asynchronously
    ; Default is true.
    ;
    ;async_packet_handling = true

    ; 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 = 2621440

    ; Maximum bits 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 = 196608

    ; Per-client bytes per second rates for the various throttle categories.
    ; These are default values that will be overriden by clients
    ;
    ;resend_default = 12500
    ;land_default = 1000
    ;wind_default = 1000
    ;cloud_default = 1000
    ;task_default = 1000
    ;texture_default = 1000
    ;asset_default = 1000
    ;state_default = 1000

    ; Per-client maximum burst rates in bytes per second for the various
    ; throttle categories. These are default values that will be overriden by
    ; clients
    ;
    ;resend_limit = 18750
    ;land_limit = 29750
    ;wind_limit = 18750
    ;cloud_limit = 18750
    ;task_limit = 18750
    ;texture_limit = 55750
    ;asset_limit = 27500
    ;state_limit = 37000

    ; 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
    ;
    ;PrimTerseUpdatesPerPacket = 25
    ;AvatarTerseUpdatesPerPacket = 10
    ;PrimFullUpdatesPerPacket = 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

    ; 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 = "false"

[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 = 10

    ; Distance in meters that ordinary chat should travel.  Default is 30m
    say_distance = 30

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


[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 = OfflineMessageModule
    ; OfflineMessageURL = http://yourserver/Offline.php
    ; MuteListModule = MuteListModule
    ; MuteListURL = http://yourserver/Mute.php

    ; Control whether group messages are forwarded to offline users.  Default is true.
    ; ForwardOfflineGroupMessages = true


[ODEPhysicsSettings]
    ;##
    ;## 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

    ; World Step size. (warning these are dangerous.  Changing these will probably cause your scene to explode dramatically)
    ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
    world_stepsize = 0.020
    world_internal_steps_without_collisions = 10

    ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
    world_hashspace_size_low = -4
    world_hashSpace_size_high = 128

    ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
    meters_in_small_space = 29.9
    small_hashspace_size_low = -4
    small_hashspace_size_high = 66

    ; ##
    ; ## 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_linux = 2200.0
    av_pid_proportional_linux = 900.0;

    av_pid_derivative_win = 2200.0
    av_pid_proportional_win = 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_win = 550000
    av_capsule_standup_tensor_linux = 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
    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

    ; ##
    ; ## 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

    ; amount of time a geom/body will try to cross a region border before it gets disabled
    geom_crossing_failures_before_outofbounds = 5

    ; 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

    ; Used for llSetStatus.  How rigid the object rotation is held on the axis specified
    body_motor_joint_maxforce_tensor_linux = 5
    body_motor_joint_maxforce_tensor_win = 5

    ; 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?
    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

    ; ##
    ; ## 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

    ; ##
    ; ## Joint support
    ; ##

    ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
    ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
    ; default is false
    ;use_NINJA_physics_joints = true

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

    ; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
    ; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
    ; true. Note that this will increase memory usage and region startup time. Default is false.
    ;force_simple_prim_meshing = true


[RemoteAdmin]
    enabled = false

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

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

    ; 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 = false

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

[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


; Uncomment the following for IRC bridge
; experimental, so if it breaks... keep both parts... yada yada
; also, not good error detection when it fails
;[IRC]
    ;enabled = true ; you need to set this 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


;[CMS]
    ;enabled = true
    ;channel = 345


; Uncomment the following to control the progression of daytime
; in the Sim.  The defaults are what is shown below
;[Sun]
    ; number of wall clock hours for an opensim day.  24.0 would mean realtime
    ;day_length = 4
    ; Year length in days
    ;year_length = 60
    ; Day to Night Ratio
    ;day_night_offset = 0.45
    ; 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 = false

    ; 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.
    ; Currently we only have support for MySQL databases.
    enable_windlight = false;

[Trees]
    ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
    ; default is false
    active_trees = false

    ; Density of tree population
    tree_density = 1000.0


[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

    AllowGodFunctions = false

    ; Maximum number of llListen events we allow per script
    ; Set this to 0 to have no limit imposed.
    max_listens_per_script = 64


[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 = "OSGrid"

    ; 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 = "DataSnapshot"

    ; This semicolon-separated string serves to notify specific data services about the existence
    ; of this sim. Uncomment if you want to index your data with this and/or other search providers.
    ;data_services="http://metaverseink.com/cgi-bin/register.py"


[Economy]
    ; These economy values get used in the BetaGridLikeMoneyModule.  - This module is for demonstration only -

    ; Enables selling things for $0
    SellEnabled = "false"

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

    ; Money Unit fee to create groups
    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 = 100
    PriceObjectClaim = 10
    PricePublicObjectDecay = 4
    PricePublicObjectDelete = 4
    PriceParcelClaim = 1
    PriceParcelClaimFactor = 1

    PriceRentLight = 5
    TeleportMinPrice = 2
    TeleportPriceExponent = 2
    EnergyEfficiency = 1
    PriceObjectRent = 1
    PriceObjectScaleFactor = 10
    PriceParcelRent = 1


[SVN]
    Enabled = false
    Directory = SVNmodule\repo
    URL = "svn://your.repo.here/"
    Username = "user"
    Password = "password"
    ImportOnStartup = false
    Autosave = false
    AutoSavePeriod = 15 ; Number of minutes between autosave backups


[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 = 300

    ; Stack size per thread created
    ThreadStackSize = 262144

    ; Set this to true (the default) 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 per-script overhead at the
    ; expense of reduced security and the inability to garbage collect the
    ; script assemblies
    AppDomainLoading = true

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

    ; Save the source of all compiled scripts
    WriteScriptSourceToDebugFile = false

    ; Default language for scripts
    DefaultCompileLanguage = lsl

    ; List of allowed languages (lsl,vb,js,cs)
    ; AllowedCompilers=lsl,cs,js,vb.
    ; *warning*, non lsl languages have access to static methods such as System.IO.File.  Enable at your own risk.
    AllowedCompilers=lsl

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

    ; Allow the use of os* functions (some are dangerous)
    AllowOSFunctions = false
    
    ; Allow the user of LightShare functions
    AllowLightShareFunctions = false

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

    ; 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 = 30

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

    ; Sets the multiplier for the scripting delays
    ScriptDelayFactor = 1.0

    ; The factor the 10 m distances llimits are multiplied by
    ScriptDistanceLimitFactor = 1.0

    ; Maximum length of notecard line read
    ; Increasing this to large values potentially opens
    ; up the system to malicious scripters
    ; NotecardLineReadCharsMax = 255

    ; Sensor settings
    SensorMaxRange = 96.0
    SensorMaxResults = 16

    ; 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

    ; 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.

    ; 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 = false

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

    ;; Path to script assemblies 
    ; ScriptEnginesPath = "ScriptEngines"

[OpenGridProtocol]
    ;These are the settings for the Open Grid Protocol..  the Agent Domain, Region Domain,   you know..
    ;On/true or Off/false
    ogp_enabled=false

    ;Name Prefix/suffix when using OGP
    ogp_firstname_prefix=""
    ogp_lastname_suffix="_EXTERNAL"


[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-"

    ; 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}"


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

    ; 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 = -800


[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

[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

[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
    ; FreeSWITCH server is going to contact us and ask us all sorts of things
    freeswitch_server_user = freeswitch
    freeswitch_server_pass = password
    freeswitch_api_prefix = /api
    ; external IP address of your OpenSim voice enabled region
    ; note: all regions running on same OpenSim.exe will be enabled
    freeswitch_service_server = ip.address.of.your.sim
    ; this should be the same port the region listens on
    freeswitch_service_port = 9000
    freeswitch_realm = ip.address.of.freeswitch.server
    freeswitch_sip_proxy = ip.address.of.freeswitch.server:5060
    ; STUN = Simple Traversal of UDP through NATs
    ; See http://wiki.freeswitch.org/wiki/NAT_Traversal
    ; stun.freeswitch.org is not guaranteed to be running so use it in production at your own risk
    freeswitch_attempt_stun = false
    freeswitch_stun_server = ip.address.of.stun.server
    freeswitch_echo_server = ip.address.of.freeswitch.server
    freeswitch_echo_port = 50505
    freeswitch_well_known_ip = ip.address.of.freeswitch.server
    ;
    ; Type the address of your http server here, hostname is allowed.  This is provided so you can specify a hostname
    ; This is used by client for account verification.  By default, it's the same as the freeswitch service server.
    ;
    ; opensim_well_known_http_address = Address_Of_Your_SIM_HTTP_Server_Hostname_Allowed
    ;
    freeswitch_default_timeout = 5000
    freeswitch_subscribe_retry = 120
    ; freeswitch_password_reset_url =

[Groups]
    Enabled = false

    ; 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

    ; Enable Group Notices
    ;NoticesEnabled   = true 

    ; This makes the Groups modules very chatty on the console.
    DebugEnabled     = false

    ; Specify which messaging module to use for groups messaging and if it's enabled
    ;MessagingModule = GroupsMessagingModule
    ;MessagingEnabled = 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.
    ;XmlRpcServiceReadKey    = 1234 
    ;XmlRpcServiceWriteKey   = 1234 

    ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
    ; this is a work around fora problem discovered on some Windows based region servers.
    ; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
    ; System.Net.WebException: The request was aborted: The request was canceled.
    ; XmlRpcDisableKeepAlive = false


[PacketPool]
    ; Enables the experimental packet pool. Yes, we've been here before.
    ;RecyclePackets = true;
    ;RecycleDataBlocks = 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


[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=false


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


;;
;; 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"

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