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; 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).

[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 = 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 = "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="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";

    ;; 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 = true

    ; 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

    ; Maximum size of non physical prims.  Affects resizing of existing prims.  This can be overridden in the region config file (as NonPhysicalPrimMax!).
    NonPhysicalPrimMax = 256

    ; Maximum size of physical prims.  Affects resizing of existing prims.  This can be overridden in the region config file.
    PhysicalPrimMax = 64

    ; 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

    ; 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

    ; 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

    ; Extend the region's draw distance; 255m is the default which includes
    ; one neighbor on each side of the current region, 767m would go three
    ; neighbors on each side for a total of 49 regions in view. Warning, unless
    ; all the regions have the same drawdistance, you will end up with strange
    ; effects because the agents that get closed may be inconsistent.
    DefaultDrawDistance = 255.0

    ; 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

    ; The minimum proportion of a second that any particular frame can take to execute.
    ; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames
    ; (and other Frames params) to match!  For instance, halving MinFrameTime to 0.0445 require
    ; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill.
    MinFrameTime = 0.089

    ; 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;

    ; Update physics.  Within each update physics also updates in a series of contigous mini-steps
    ; 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
    
    ; 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 OpenDynamicsEngine
    physics = BulletSim
    ;physics = modified_BulletX
    ;physics = OpenDynamicsEngine
    ;physics = basicphysics
    ;physics = POS

    ; ##
    ; ## SCRIPT ENGINE
    ; ##

    DefaultScriptEngine = "XEngine"

    ; ##
    ; ## 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)
    
    ; Simulator statistics are output to the console periodically at debug level INFO.
    ; Setting this to zero disables this output.
    ; LogShowStatsSeconds = 3600

    ; 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 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

    ; 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

[Map]
    ;WorldMapModule = "WorldMap"
    ;MapImageModule = "MapImageModule"

    ; World map blacklist timeout in seconds
    ;BlacklistTimeout = 600

    ; 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"

    ; 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 = 48

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

[Permissions]
    ; ##
    ; ## 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 true
    serverside_object_permissions = true

    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

    ; 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 = -800

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

    ; - 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


[UserProfiles]
  ;# {ProfileURL} {} {Set url to UserProfilesService} {}
  ;; Set the value of the url to your UserProfilesService
  ;; If un-set / "" the module is disabled
  ;; If the ProfileURL is not set, then very BASIC
  ;; profile support will be configured. If the ProfileURL is set to a 
  ;; valid URL, then full profile support will be configured. The URL 
  ;; points to your grid's Robust user profiles service
  ;; 
  ; ProfileURL = http://127.0.0.1:9000


[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

    ; 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"

    ; 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

    ; 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)"

    ; 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.
    ; AllowedClients = ""

	; Viewer-based access control. |-separated list of denied viewers. 
	; No restrictions by default.
    ; DeniedClients = ""


[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 = 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 = false

    ; 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
    ;;
    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_HomeLocation = ""
    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"

    
[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 20m
    say_distance = 20

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

    ; The maximum distance in regions that an agent is allowed to teleport 
    ; along the x or y axis. This is set to 65535 because current viewers 
    ; can't handle teleports that are greater than this distance
    ; Setting to 0 will allow teleports of any distance
    ;
    max_distance = 65535

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

    ; 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


[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


[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 = 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

    ; 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 = false

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


[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 Collada mesh support
    ; default is true
    AllowMeshUpload = 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. 
    UseMeshiesPhysicsMesh = true

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


[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
    ;

    ; 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. (warning these are dangerous.  Changing these will probably cause your scene to explode dramatically)
    ; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
    world_stepsize = 0.0178
    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
    ; 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

    ; 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

    ; ##
    ; ## 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


[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 = false

    ; Terrain implementation can use either Bullet's heightField or BulletSim can build
    ;   a mesh. 0=heightField, 1=mesh
    TerrainImplementation = 0
    ; 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 = 2

    ; 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.
    ;AvatarStepHeight = 0.6f             ; The height, below which is considered a step collision.
    ;AvatarStepAngle = 0.3f              ; The angle from vertical (in radians) to consider a surface a step
    ;AvatarStepApproachFactor = 2f       ; Approach angle factor. O=straight on, .6=~45 degrees.
    ;AvatarStepGroundFudge = 0.1f        ; Fudge added to bottom of avatar below which step collisions happen
    ;AvatarStepForceFactor = 0f          ; Avatar is pushed up by its mass times this factor
    ;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor
    ;AvatarStepSmoothingSteps = 1        ; 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]
    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 = false

    ; 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 bridge is experimental, so if it breaks... keep both parts... yada yada
; also, not good error detection when it fails
[IRC]
    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."


; The following settings control the progression of daytime
; in the Sim.  The defaults are the same as the commented out settings
[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.
    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

    ; 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 = false

    ; 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 = 1000

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

    ; 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

    ; Filter on parts instead of groups in llCastRay V3 if true
    FilterPartsInLlCastRay = 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 = "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"

    ; 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]
    ; 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 = 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


[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

    ; 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. However, then it becomes your responsibility to delete the 
    ; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
    ; by scripts have changed.
    ; DeleteScriptsOnStartup = 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

    ; Default language for scripts
    DefaultCompileLanguage = lsl

    ; List of allowed languages (lsl,vb,cs)
    ; AllowedCompilers=lsl,cs,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

    ; 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 = 30

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

    ; 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;

    ; 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

    ; Minimum settable timer interval. Any timer setting less than this is
    ; rounded up to this minimum interval.
    ; MinTimerInterval = 0.5

    ; Sensor settings
    SensorMaxRange = 96.0
    SensorMaxResults = 16

    ; 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"


[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}"


[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


[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 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 

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

    ; 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,
    ; 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

    ; 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

    ; 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


[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

[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 = 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 = true
    ParcelLayerViewDistance = 128

;; 
;; 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 = False

    ;; Enable direct access to the SOP dynamic attributes
    EnableObjectStore = False
    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"