OpenSim.ini 66 KB

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  1. ;; This is the main configuration file for OpenSimulator.
  2. ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
  3. ;; If it's named OpenSim.ini.example then you will need to copy it to
  4. ;; OpenSim.ini first (if that file does not already exist)
  5. ;;
  6. ;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
  7. ;; need to set the constants in the [Const] section and pick an architecture
  8. ;; in the [Architecture] section at the end of this file. The architecture
  9. ;; will require a suitable .ini file in the config-include directory, either
  10. ;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
  11. ;; available .example files.
  12. ;;
  13. ;; The settings in this file are in the form "<key> = <value>". For example,
  14. ;; save_crashes = false in the [Startup] section below.
  15. ;;
  16. ;; All settings are initially commented out and the default value used, as
  17. ;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
  18. ;; deleting the initial semicolon (;) and then change the value. This will
  19. ;; override the value in OpenSimDefaults.ini
  20. ;;
  21. ;; If you want to find out what configuration OpenSimulator has finished with
  22. ;; once all the configuration files are loaded then type "config show" on the
  23. ;; region console command line.
  24. ;;
  25. ;;
  26. ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
  27. ;;
  28. ;; All leading white space is ignored, but preserved.
  29. ;;
  30. ;; Double semicolons denote a text comment
  31. ;;
  32. ;; ;# denotes a configuration directive description
  33. ;; formatted as:
  34. ;; {option} {depends on} {question to ask} {choices} default value
  35. ;; Any text comments following the declaration, up to the next blank line.
  36. ;; will be copied to the generated file (NOTE: generation is not yet
  37. ;; implemented)
  38. ;;
  39. ;; A * in the choices list will allow an empty entry.
  40. ;; An empty question will set the default if the dependencies are
  41. ;; satisfied.
  42. ;;
  43. ;; ; denotes a commented out option.
  44. ;; Any options added to OpenSim.ini.example should be initially commented
  45. ;; out.
  46. [Const]
  47. ; this section defines constants for grid services
  48. ; to simplify other configuration files default settings
  49. ;# {BaseHostname} {} {BaseHostname} {"example.com" "127.0.0.1"} "127.0.0.1"
  50. ; BaseHostname = "127.0.0.1"
  51. BaseHostname = "opensim.betatechnologies.info"
  52. ;# {BaseURL} {} {BaseURL} {"http://${Const|BaseHostname}} "http://${Const|BaseHostname}"
  53. BaseURL = http://${Const|BaseHostname}
  54. ; If you run a grid, several services should not be availble to world, access to them should be blocked on firewall
  55. ; PrivatePort should closed at the firewall.
  56. ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
  57. PublicPort = "8002"
  58. ; you can also have them on a diferent url / IP
  59. ;# {PrivURL} {} {PrivURL} {"http://${Const|BaseURL}} "${Const|BaseURL}"
  60. PrivURL = ${Const|BaseURL}
  61. ;grid default private port 8003, not used in standalone
  62. ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
  63. ; port to access private grid services.
  64. ; grids that run all their regions should deny access to this port
  65. ; from outside their networks, using firewalls
  66. PrivatePort = "8003"
  67. [Startup]
  68. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  69. ;; Console prompt
  70. ;; Certain special characters can be used to customize the prompt
  71. ;; Currently, these are
  72. ;; \R - substitute region name
  73. ;; \\ - substitute \
  74. ; ConsolePrompt = "Region (\R) "
  75. ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
  76. ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
  77. ConsoleHistoryFileEnabled = true
  78. ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
  79. ;; The history file can be just a filename (relative to OpenSim's bin/ directory
  80. ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
  81. ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
  82. ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
  83. ;; How many lines of command history should we keep? (default is 100)
  84. ; ConsoleHistoryFileLines = 100
  85. ;# {ConsoleHistoryTimeStamp} {} {Time stamp commands in history file} {} false
  86. ;; Time stamp commands in history file (default false)
  87. ; ConsoleHistoryTimeStamp = false
  88. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  89. ;; Set this to true if you want to log crashes to disk
  90. ;; this can be useful when submitting bug reports.
  91. ;; However, this will only log crashes within OpenSimulator that cause the
  92. ;; entire program to exit
  93. ;; It will not log crashes caused by virtual machine failures, which
  94. ;; includes mono and ODE failures.
  95. ;; You will need to capture these native stack traces by recording the
  96. ;; session log itself.
  97. ; save_crashes = false
  98. save_crashes = true
  99. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  100. ;; Directory to save crashes to if above is enabled
  101. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  102. crash_dir = "crashes"
  103. ;# {PIDFile} {} {Path to PID file?} {}
  104. ;; Place to create a PID file
  105. ; PIDFile = "/tmp/OpenSim.exe.pid"
  106. ;# {RegistryLocation} {} {Addins Registry Location} {}
  107. ; Set path to directory for addin registry if you want addins outside of bin.
  108. ; Information about the registered repositories and installed plugins will
  109. ; be stored here. The OpenSim.exe process must have R/W access to the location.
  110. ; RegistryLocation = "."
  111. ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
  112. ; Used by region module addins. You can set this to outside bin, so that addin
  113. ; configurations will survive updates. The OpenSim.exe process must have R/W access
  114. ; to the location.
  115. ; ConfigDirectory = "."
  116. ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  117. ;; Determine where OpenSimulator looks for the files which tell it
  118. ;; which regions to server
  119. ;; Default is "filesystem"
  120. ; region_info_source = "filesystem"
  121. ; region_info_source = "web"
  122. ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  123. ;; Determines where the region XML files are stored if you are loading
  124. ;; these from the filesystem.
  125. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  126. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  127. ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  128. ;; Determines the page from which regions xml is retrieved if you are
  129. ;; loading these from the web.
  130. ;; The XML here has the same format as it does on the filesystem
  131. ;; (including the <Root> tag), except that everything is also enclosed
  132. ;; in a <Regions> tag.
  133. ; regionload_webserver_url = "http://example.com/regions.xml"
  134. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  135. ;; Allow the simulator to start up if there are no region configuration available
  136. ;; from the selected region_info_source.
  137. ; allow_regionless = false
  138. ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
  139. ;; Minimum size for non-physical prims. Affects resizing of existing
  140. ;; prims. This can be overridden in the region config file (as
  141. ;; NonPhysicalPrimMin!).
  142. ; NonPhysicalPrimMin = 0.001
  143. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  144. ;; Maximum size for non-physical prims. Affects resizing of existing
  145. ;; prims. This can be overridden in the region config file (as
  146. ;; NonPhysicalPrimMax!).
  147. ; NonPhysicalPrimMax = 256
  148. ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
  149. ;; Minimum size where a prim can be physical. Affects resizing of
  150. ;; existing prims. This can be overridden in the region config file.
  151. ; PhysicalPrimMin = 0.01
  152. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
  153. ;; Maximum size where a prim can be physical. Affects resizing of
  154. ;; existing prims. This can be overridden in the region config file.
  155. PhysicalPrimMax = 10
  156. ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  157. ;; If a viewer attempts to rez a prim larger than the non-physical or
  158. ;; physical prim max, clamp the dimensions to the appropriate maximum
  159. ;; This can be overridden in the region config file.
  160. ClampPrimSize = false
  161. ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
  162. ;; Maximum number of prims allowable in a linkset. Affects creating new
  163. ;; linksets. Ignored if less than or equal to zero.
  164. ;; This can be overridden in the region config file.
  165. ; LinksetPrims = 0
  166. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  167. ;; Allow scripts to keep running when they cross region boundaries, rather
  168. ;; than being restarted. State is reloaded on the destination region.
  169. ;; This only applies when crossing to a region running in a different
  170. ;; simulator.
  171. ;; For crossings where the regions are on the same simulator the script is
  172. ;; always kept running.
  173. AllowScriptCrossing = true
  174. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  175. ;; Allow compiled script binary code to cross region boundaries.
  176. ;; If you set this to "true", any region that can teleport to you can
  177. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  178. ;; YOU HAVE BEEN WARNED!!!
  179. TrustBinaries = false
  180. ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  181. ;; If you have only one region in an instance, or to avoid the many bugs
  182. ;; that you can trigger in modules by restarting a region, set this to
  183. ;; true to make the entire instance exit instead of restarting the region.
  184. ;; This is meant to be used on systems where some external system like
  185. ;; Monit will restart any instance that exits, thereby making the shutdown
  186. ;; into a restart.
  187. ; InworldRestartShutsDown = false
  188. ;; Persistence of changed objects happens during regular sweeps. The
  189. ;; following control that behaviour to prevent frequently changing objects
  190. ;; from heavily loading the region data store.
  191. ;; If both of these values are set to zero then persistence of all changed
  192. ;; objects will happen on every sweep.
  193. ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  194. ;; Objects will be considered for persistance in the next sweep when they
  195. ;; have not changed for this number of seconds.
  196. MinimumTimeBeforePersistenceConsidered = 60
  197. ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  198. ;; Objects will always be considered for persistance in the next sweep
  199. ;; if the first change occurred this number of seconds ago.
  200. MaximumTimeBeforePersistenceConsidered = 600
  201. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  202. ;; if you would like to allow prims to be physical and move by physics
  203. ;; with the physical checkbox in the client set this to true.
  204. ; physical_prim = true
  205. ;; Select a mesher here.
  206. ;;
  207. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  208. ;; Note that only the ODE physics engine currently deals with meshed
  209. ;; prims in a satisfactory way.
  210. ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  211. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  212. ;; using the basic shapes that it supports.
  213. ;; Usually this is only a box.
  214. ;; Default is Meshmerizer
  215. meshing = Meshmerizer
  216. ; meshing = ZeroMesher
  217. ;; select ubODEMeshmerizer only with ubOde physics engine
  218. ; meshing = ubODEMeshmerizer
  219. ;; Choose one of the physics engines below
  220. ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
  221. ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
  222. ;; BulletSim supports varregions.
  223. ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
  224. ;; It continues to provide a workable physics implementation. It does not currently support varregions.
  225. ;; basicphysics effectively does not model physics at all, making all objects phantom.
  226. ;; Default is BulletSim
  227. ; physics = OpenDynamicsEngine
  228. physics = BulletSim
  229. ; physics = basicphysics
  230. ; physics = POS
  231. ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
  232. ; physics = ubODE
  233. ; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
  234. ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
  235. ; edit the line ulimit -s 262144, and change this last value
  236. ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  237. ;; Default script engine to use (Xengine if all commented)
  238. DefaultScriptEngine = "XEngine"
  239. ;; ***DANGER***DANGER***
  240. ;; experimental engine
  241. ;; see section [YEngine] below
  242. ; DefaultScriptEngine = "YEngine"
  243. ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  244. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
  245. ;; required
  246. ; HttpProxy = "http://proxy.com:8080"
  247. ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  248. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
  249. ;; list of regular expressions for URLs that you don't want to go through
  250. ;; the proxy.
  251. ;; For example, servers inside your firewall.
  252. ;; Separate patterns with a ';'
  253. ; HttpProxyExceptions = ".mydomain.com;localhost"
  254. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  255. ;; The email module requires some configuration. It needs an SMTP
  256. ;; server to send mail through.
  257. emailmodule = DefaultEmailModule
  258. Stats_URI = "jsonSimStats"
  259. ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  260. ;; SpawnPointRouting adjusts the landing for incoming avatars.
  261. ;; "closest" will place the avatar at the SpawnPoint located in the closest
  262. ;; available spot to the destination (typically map click/landmark).
  263. ;; "random" will place the avatar on a randomly selected spawnpoint.
  264. ;; "sequence" will place the avatar on the next sequential SpawnPoint.
  265. ; SpawnPointRouting = closest
  266. ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  267. ;; TelehubAllowLandmark allows users with landmarks to override telehub
  268. ;; routing and land at the landmark coordinates when set to true
  269. ;; default is false
  270. ; TelehubAllowLandmark = false
  271. ;; SSL certificate validation options
  272. ;; you can allow selfsigned certificates or no official CA with next option set to true
  273. ;# {NoVerifyCertChain} {} {do not verify SSL Cert Chain} {true false} true
  274. ; NoVerifyCertChain = true
  275. ;; you can also bypass the hostname or domain verification
  276. ;# {NoVerifyCertHostname} {} {do not verify SSL Cert name versus peer name} {true false} true
  277. ; NoVerifyCertHostname = true
  278. ;; having both options true does provide encryption but with low security
  279. ;; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
  280. [AccessControl]
  281. ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  282. ;; Bar (|) separated list of viewers which may gain access to the regions.
  283. ;; One can use a substring of the viewer name to enable only certain
  284. ;; versions
  285. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  286. ;; - "Imprudence" has access
  287. ;; - "Imprudence 1.3" has access
  288. ;; - "Imprudence 1.3.1" has no access
  289. ; AllowedClients = ""
  290. ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
  291. ;; Bar (|) separated list of viewers which may not gain access to the regions.
  292. ;; One can use a Substring of the viewer name to disable only certain
  293. ;; versions
  294. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  295. ;; - "Imprudence" has no access
  296. ;; - "Imprudence 1.3" has no access
  297. ;; - "Imprudence 1.3.1" has access
  298. ;;
  299. ; DeniedClients = ""
  300. [Map]
  301. ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  302. ;; Map tile options.
  303. ;; If true, then maptiles are generated using the MapImageModule below.
  304. ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
  305. ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
  306. ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
  307. GenerateMaptiles = true
  308. WorldMapModule = "WorldMap"
  309. ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
  310. ;; The module to use in order to generate map images.
  311. ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
  312. ;; generate better images.
  313. ;MapImageModule = "MapImageModule"
  314. MapImageModule = "Warp3DImageModule"
  315. ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  316. ;; If desired, a running region can update the map tiles periodically
  317. ;; to reflect building activity. This names no sense of you don't have
  318. ;; prims on maptiles. Value is in seconds.
  319. ; MaptileRefresh = 0
  320. MaptileRefresh = 86400
  321. ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  322. ;; If not generating maptiles, use this static texture asset ID
  323. ;; This may be overridden on a per region basis in Regions.ini
  324. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  325. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  326. ;; Use terrain texture for maptiles if true, use shaded green if false
  327. TextureOnMapTile = true
  328. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  329. ;; Draw objects on maptile. This step might take a long time if you've
  330. ;; got a large number of objects, so you can turn it off here if you'd like.
  331. DrawPrimOnMapTile = true
  332. ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
  333. ;; Texture the faces of the prims that are rendered on the map tiles.
  334. ; TexturePrims = true
  335. ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
  336. ;; Only texture prims that have a diagonal size greater than this number
  337. ; TexturePrimSize = 48
  338. ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
  339. ;; Attempt to render meshes and sculpties on the map.
  340. ; RenderMeshes = false
  341. RenderMeshes = true
  342. ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
  343. ; MapColorWater = "#3399FF"
  344. ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
  345. ; MapColor1 = "#A58976"
  346. ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
  347. ; MapColor2 = "#455931"
  348. ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
  349. ; MapColor3 = "#A29A8D"
  350. ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
  351. ; MapColor4 = "#C8C8C8"
  352. [Permissions]
  353. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  354. ;; Permission modules to use, separated by comma.
  355. ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  356. permissionmodules = DefaultPermissionsModule
  357. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  358. ;; These are the parameters for the default permissions module
  359. ;;
  360. ;; If set to false, then, in theory, the server never carries out
  361. ;; permission checks (allowing anybody to copy
  362. ;; any item, etc. This may not yet be implemented uniformally.
  363. ;; If set to true, then all permissions checks are carried out
  364. ; serverside_object_permissions = true
  365. ; if next 2 are false, several admin powers are only active if god powers requested on viewer
  366. ; this reduces mistakes
  367. ; set both to true to enable previous behaviour
  368. automatic_gods = false
  369. implicit_gods = false
  370. ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  371. ;; This allows users with a UserLevel of 200 or more to assume god
  372. ;; powers in the regions in this simulator.
  373. ;; if you don't trust grid admins, what are you doing there?
  374. allow_grid_gods = true
  375. ;; This allows some control over permissions
  376. ;; please note that this still doesn't duplicate SL, and is not intended to
  377. ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  378. ;; Allow region owners to assume god powers in their regions
  379. region_owner_is_god = true
  380. ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  381. ;; Allow region managers to assume god powers in regions they manage
  382. ; region_manager_is_god = false
  383. ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  384. ;; More control over permissions
  385. ;; This is definitely not SL!
  386. ;; Provides a simple control for land owners to give build rights to
  387. ;; specific avatars in publicly accessible parcels that disallow object
  388. ;; creation in general.
  389. ;; Owners specific avatars by adding them to the Access List of the parcel
  390. ;; without having to use the Groups feature
  391. ; simple_build_permissions = false
  392. [Estates]
  393. ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  394. ; If these values are uncommented then they will be used to create a default estate as necessary.
  395. ; New regions will be automatically assigned to that default estate.
  396. ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  397. ;; Name for the default estate
  398. ; DefaultEstateName = My Estate
  399. ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  400. ;; Name for default estate owner
  401. ; DefaultEstateOwnerName = FirstName LastName
  402. DefaultEstateOwnerName = BetaMaster Avatar
  403. ; ** Standalone Estate Settings **
  404. ; The following parameters will only be used on a standalone system to
  405. ; create an estate owner that does not already exist
  406. ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  407. ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  408. ;; UUID will be assigned. This is normally what you want
  409. ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  410. ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  411. ;; Email address for the default estate owner
  412. ; DefaultEstateOwnerEMail = [email protected]
  413. DefaultEstateOwnerEMail = [email protected]
  414. ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  415. ;; Password for the default estate owner
  416. ; DefaultEstateOwnerPassword = password
  417. DefaultEstateOwnerPassword = bq5JTURf7BssNWvYfZvxPmg42
  418. [SMTP]
  419. ;; The SMTP server enabled the email module to send email to external
  420. ;; destinations.
  421. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  422. ;; Enable sending email via SMTP
  423. ; enabled = false
  424. enabled = true
  425. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  426. ; internal_object_host = lsl.opensim.local
  427. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  428. ; host_domain_header_from = "127.0.0.1"
  429. host_domain_header_from = ${Const|BaseHostname}
  430. ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  431. ; email_pause_time = 20
  432. ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  433. ; email_max_size = 4096
  434. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  435. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  436. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  437. ; SMTP_SERVER_PORT = 25
  438. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  439. ; SMTP_SERVER_LOGIN = ""
  440. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  441. ; SMTP_SERVER_PASSWORD = ""
  442. [Network]
  443. ;# {ConsoleUser} {} {User name for console account} {}
  444. ;; Configure the remote console user here. This will not actually be used
  445. ;; unless you use -console=rest at startup.
  446. ; ConsoleUser = "Test"
  447. ConsoleUser = "admin"
  448. ;# {ConsolePass} {} {Password for console account} {}
  449. ; ConsolePass = "secret"
  450. ConsolePass = "betaopenmv2008!"
  451. ;# {console_port} {} {Port for console connections} {} 0
  452. ; console_port = 0
  453. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  454. ;; Simulator HTTP port. This is not the region port, but the port the
  455. ;; entire simulator listens on. This port uses the TCP protocol, while
  456. ;; the region ports use UDP.
  457. http_listener_port = 9000
  458. ; optional main server secure http (ssl)
  459. ; to use ssl you need a ssl certificate in PKCS12 format that validates the ExternalHostnames
  460. ; or their domains
  461. ; some viewers by default only accept certificates signed by a oficial CA
  462. ; to use others like self signed certificates with those viewers,
  463. ; their debug option NoVerifySSLCert needs to be set true, You need to inform users about this
  464. ; the main unsecure port will still open for some services. this may change in future.
  465. ; set http_listener_ssl to enable main server ssl. it will replace unsecure port on most functions
  466. ;# {http_listener_ssl}{} {enable main server ssl port)} {} false
  467. ;http_listener_ssl = false
  468. ; Set port for main SSL connections
  469. ;# {http_listener_sslport}{} {main server ssl port)} {} 9001
  470. ;http_listener_sslport = 9001 ;
  471. ; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
  472. ; this may be removed in future
  473. ;# {http_listener_cn}{} {main server ssl externalHostName)} {} ""
  474. ;http_listener_cn = "myRegionsExternalHostName"
  475. ; the path for the certificate path
  476. ;# {http_listener_cert_path}{} {main server ssl certificate file path)} {} ""
  477. ;http_listener_cert_path = "mycert.p12"
  478. ;# {http_listener_cert_pass}{} {main server ssl certificate password)} {} ""
  479. ;http_listener_cert_pass = "mycertpass" ; the cert passwork
  480. ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
  481. ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
  482. ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
  483. ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
  484. ; this HTTP calls can also use ssl see opensimDefaults.ini
  485. ;
  486. ; You can whitelist individual endpoints by IP or FQDN, e.g.
  487. ;
  488. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
  489. ;
  490. ; You can specify multiple addresses by separating them with a bar. For example,
  491. ;
  492. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
  493. OutboundDisallowForUserScriptsExcept = opensim.betatechnologies.info|bot.betatechnologies.info|autonomy.gwynethllewelyn.net|176.31.245.207
  494. ;
  495. ; If an address if given without a port number then port 80 is assumed
  496. ;
  497. ; You can also specify a network range in CIDR notation to whitelist, e.g.
  498. ;
  499. ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
  500. ;
  501. ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
  502. ; To specify an individual IP address use the /32 netmask
  503. ;
  504. ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
  505. ;
  506. ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
  507. ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
  508. ;; By default, llHTTPRequest limits the response body to 2048 bytes.
  509. ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
  510. ;; of HttpBodyMaxLenMAX bytes.
  511. ;; Please be aware that the limit can be set to insanely high values,
  512. ;; effectively removing any limitation. This will expose your sim to a
  513. ;; known attack. It is not recommended to set this limit higher than
  514. ;; the highest value that is actually needed by existing applications!
  515. ;; 16384 is the SL compatible value.
  516. ; HttpBodyMaxLenMAX=16384
  517. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  518. ;; Hostname to use in llRequestURL/llRequestSecureURL
  519. ;; if not defined - llRequestURL/llRequestSecureURL are disabled
  520. ExternalHostNameForLSL = ${Const|BaseHostname}
  521. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  522. ;; What is reported as the "X-Secondlife-Shard"
  523. ;; Defaults to the user server url if not set
  524. ;; The old default is "OpenSim", set here for compatibility
  525. ;; The below is not commented for compatibility.
  526. shard = "OpenSim"
  527. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  528. ;; What is reported as the "User-Agent" when using llHTTPRequest
  529. ;; Defaults to not sent if not set here. See the notes section in the wiki
  530. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  531. ;; " (Mozilla Compatible)" to the text where there are problems with a
  532. ;; web server
  533. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  534. ;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
  535. ;; Use this if your central services in port 8003 need to be accessible on the Internet
  536. ;; but you want to protect them from unauthorized access. The username and password
  537. ;; here need to match the ones in the Robust service configuration.
  538. ; AuthType = "BasicHttpAuthentication"
  539. ; HttpAuthUsername = "some_username"
  540. ; HttpAuthPassword = "some_password"
  541. ;;
  542. ;; Any of these 3 variables above can be overriden in any of the service sections.
  543. [XMLRPC]
  544. ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
  545. ;; If enabled and set to XmlRpcRouterModule, this will post an event,
  546. ;; "xmlrpc_uri(string)" to the script concurrently with the first
  547. ;; remote_data event. This will contain the fully qualified URI an
  548. ;; external site needs to use to send XMLRPC requests to that script
  549. ;;
  550. ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
  551. ;; will be registered with an external service via a configured uri
  552. ;XmlRpcRouterModule = "XmlRpcRouterModule"
  553. ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
  554. ;XmlRpcPort = 20800
  555. ;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com
  556. ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
  557. ;; will use this address to register xmlrpc channels on the external
  558. ;; service
  559. ; XmlRpcHubURI = http://example.com
  560. [ClientStack.LindenUDP]
  561. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  562. ;; relevant sections and override them here.
  563. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  564. ;; with the next update!
  565. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  566. ;; Quash and remove any light properties from attachments not on the
  567. ;; hands. This allows flashlights and lanterns to function, but kills
  568. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  569. ;; will also be affected.
  570. ;; This is especially important in artistic builds that depend on lights
  571. ;; on the build for their appearance, since facelights will cause the
  572. ;; building's lights to possibly not be rendered.
  573. ; DisableFacelights = "false"
  574. client_socket_rcvbuf_size = 12582912
  575. AckTimeout = 180
  576. [ClientStack.LindenCaps]
  577. ;; For the long list of capabilities, see OpenSimDefaults.ini
  578. ;; Here are the few ones you may want to change. Possible values
  579. ;; are:
  580. ;; "" -- empty, capability disabled
  581. ;; "localhost" -- capability enabled and served by the simulator
  582. ;; "<url>" -- capability enabled and served by some other server
  583. ;;
  584. ; These are enabled by default to localhost. Change if you see fit.
  585. Cap_GetTexture = "localhost"
  586. Cap_GetMesh = "localhost"
  587. Cap_AvatarPickerSearch = "localhost"
  588. Cap_GetDisplayNames = "localhost"
  589. [SimulatorFeatures]
  590. ;# {SearchServerURI} {} {URL of the search server} {}
  591. ;; Optional. If given this serves the same purpose as the grid wide
  592. ;; [LoginServices] SearchURL setting and will override that where
  593. ;; supported by viewers.
  594. ;SearchServerURI = "http://127.0.0.1:9000/"
  595. SearchServerURI = "${Const|BaseURL}:9000/"
  596. ;# {DestinationGuideURI} {} {URL of the destination guide} {}
  597. ;; Optional. If given this serves the same purpose as the grid wide
  598. ;; [LoginServices] DestinationGuide setting and will override that where
  599. ;; supported by viewers.
  600. ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
  601. [Chat]
  602. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  603. ;; Distance in meters that whispers should travel.
  604. ; whisper_distance = 10
  605. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  606. ;; Distance in meters that ordinary chat should travel.
  607. ; say_distance = 20
  608. ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
  609. ;; Distance in meters that shouts should travel.
  610. ; shout_distance = 100
  611. [EntityTransfer]
  612. ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
  613. ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
  614. ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
  615. ;DisableInterRegionTeleportCancellation = false
  616. ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
  617. ;; This option exists to control the behavior of teleporting gods into places that have landing points
  618. ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
  619. ;; avatars with god permissions; SL lets gods land wherever they want.
  620. ;LandingPointBehavior = LandingPointBehavior_OS
  621. [Messaging]
  622. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
  623. ;; Module to handle offline messaging. The core module requires an external
  624. ;; web service to do this. See OpenSim wiki.
  625. ; OfflineMessageModule = OfflineMessageModule
  626. ;; Or, alternatively, use this one, which works for both standalones and grids
  627. OfflineMessageModule = "Offline Message Module V2"
  628. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
  629. ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
  630. ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
  631. ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
  632. ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
  633. ;; For standalones, this is the storage dll.
  634. ; StorageProvider = OpenSim.Data.MySQL.dll
  635. ; Mute list handler
  636. ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
  637. ; Disabled by default
  638. MuteListModule = MuteListModule
  639. ;; Control whether group invites and notices are stored for offline users.
  640. ;; Default is true.
  641. ;; This applies to both core groups module.
  642. ForwardOfflineGroupMessages = true
  643. [BulletSim]
  644. ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
  645. AvatarToAvatarCollisionsByDefault = true
  646. ; BulletSim can run on its own thread independent of the simulator's heartbeat
  647. ; thread. Enabling this will nto let the physics engine slow down avatar movement, etc.
  648. ; Possibly deprecated or on by default on recent versions (20200304 gwyneth)
  649. UseSeparatePhysicsThread = true
  650. [ODEPhysicsSettings]
  651. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  652. ;; Do we want to mesh sculpted prim to collide like they look?
  653. ;; If you are seeing sculpt texture decode problems
  654. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  655. ;; then you might want to try setting this to false.
  656. mesh_sculpted_prim = true
  657. [RemoteAdmin]
  658. ;; This is the remote admin module, which uses XMLRPC requests to
  659. ;; manage regions from a web interface.
  660. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  661. ; enabled = false
  662. enabled = true
  663. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  664. ;; Set this to a nonzero value to have remote admin use a different port
  665. ; port = 0
  666. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  667. ;; This password is required to make any XMLRPC call (should be set as
  668. ;; the "password" parameter)
  669. ; access_password = ""
  670. access_password = "08NP6HKJ09IMXIFH79N26XL9CW9T0F9NC545ZMSH09R3ZRUNKE9QOY7MVUP69G7L"
  671. ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
  672. ;; List the IP addresses allowed to call RemoteAdmin
  673. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  674. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  675. ; access_ip_addresses =
  676. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  677. ;; set this variable to true if you want the create_region XmlRpc
  678. ;; call to unconditionally enable voice on all parcels for a newly
  679. ;; created region
  680. ; create_region_enable_voice = false
  681. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  682. ;; set this variable to false if you want the create_region XmlRpc
  683. ;; call to create all regions as private per default (can be
  684. ;; overridden in the XmlRpc call)
  685. ; create_region_public = false
  686. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  687. ;; enable only those methods you deem to be appropriate using a | delimited
  688. ;; whitelist.
  689. ;; For example:
  690. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  691. ;; if this parameter is not specified but enabled = true, all methods
  692. ;; will be available
  693. ; enabled_methods = all
  694. ;; specify the default appearance for an avatar created through the remote
  695. ;; admin interface
  696. ;; This will only take effect is the file specified by the
  697. ;; default_appearance setting below exists
  698. ; default_male = Default Male
  699. ; default_female = Default Female
  700. ;; Update appearance copies inventory items and wearables of default
  701. ;; avatars. if this value is false, just worn assets are copied to the
  702. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  703. ;; The receiver will wear the same items the default avatar did wear.
  704. ; copy_folders = false
  705. ;; Path to default appearance XML file that specifies the look of the
  706. ;; default avatars
  707. ; default_appearance = default_appearance.xml
  708. ; the create_region XmlRpc call uses region_file_template to generate
  709. ; the file name of newly create regions (if they are created
  710. ; persistent). the parameter available are:
  711. ; {0} - X location
  712. ; {1} - Y location
  713. ; {2} - region UUID
  714. ; {3} - region port
  715. ; {4} - region name with " ", ":", "/" mapped to "_"
  716. region_file_template = "{4}.{0}.{1}.xml"
  717. ; Not operational in 0.9.1.1, but I leave this here if the plugin becomes
  718. ; operational again (20200403 gwyneth)
  719. [RestPlugins]
  720. ; Change this to true to enable REST Plugins. This must be true if you wish to use
  721. ; REST Region or REST Asset and Inventory Plugins
  722. enabled = true
  723. god_key = betaopenmv2014!!
  724. prefix = /admin
  725. [RestRegionPlugin]
  726. ; Change this to true to enable the REST Region Plugin
  727. enabled = true
  728. [RestHandler]
  729. ; Change this to true to enable the REST Asset and Inventory Plugin
  730. enabled = true
  731. authenticate = true
  732. secured = true
  733. extended-escape = true
  734. realm = OpenSim REST
  735. dump-asset = false
  736. path-fill = true
  737. dump-line-size = 32
  738. flush-on-error = true
  739. [Wind]
  740. ;# {enabled} {} {Enable wind module?} {true false} true
  741. ;; Enables the wind module.
  742. ; enabled = true
  743. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  744. ;; How often should wind be updated, as a function of world frames.
  745. ;; Approximately 50 frames a second
  746. ; wind_update_rate = 150
  747. ;; The Default Wind Plugin to load
  748. ; wind_plugin = SimpleRandomWind
  749. ;; These settings are specific to the ConfigurableWind plugin
  750. ;; To use ConfigurableWind as the default, simply change wind_plugin
  751. ;; to ConfigurableWind and uncomment the following.
  752. ; avg_strength = 5.0
  753. ; avg_direction = 0.0
  754. ; var_strength = 5.0
  755. ; var_direction = 30.0
  756. ; rate_change = 1.0
  757. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  758. ;; This setting is specific to the SimpleRandomWind plugin
  759. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  760. ; strength = 1.0
  761. [LightShare]
  762. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  763. ;; This enables the transmission of Windlight scenes to supporting clients,
  764. ;; such as the Meta7 viewer.
  765. ;; It has no ill effect on viewers which do not support server-side
  766. ;; windlight settings.
  767. ; enable_windlight = false
  768. enable_windlight = true
  769. [LL-Functions]
  770. ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
  771. max_external_urls_per_simulator = 1000
  772. ; Use llCastRay V3 if true.
  773. ; Implements llCastRay similar but not identical to Second Life.
  774. ; See http://wiki.secondlife.com/wiki/LlCastRay .
  775. ; NEW
  776. ; Meshes prims for good accuracy in ray hit detection,
  777. ; handling basic and tortured prims, sculpts and meshes.
  778. ; Uses ellipsoid, correctly sized avatar capsules.
  779. ; Handles complex terrain, multi-prim objects and seated avatars.
  780. ; Implements throttling and the status codes
  781. ; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED,
  782. ; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW.
  783. ; WARNING
  784. ; Can be faster on some servers and scenes, but slower on others,
  785. ; compared to previous version of llCastRay in OpenSimulator.
  786. ; Is in most cases considerably slower than llCastRay in Second Life.
  787. ; Generates geometry meshes and can therefore use much system resources.
  788. UseLlCastRayV3 = true
  789. ; Accepted calculation precision error in calculations in llCastRay V3
  790. FloatToleranceInLlCastRay = 0.00001
  791. ; Accepted distance difference between duplicate hits in llCastRay V3
  792. FloatTolerance2InLlCastRay = 0.001
  793. ; Detail level when rendering prims in llCastRay V3
  794. ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
  795. PrimDetailLevelInLlCastRay = 1
  796. ; Detail level when rendering sculpts in llCastRay V3
  797. ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
  798. SculptDetailLevelInLlCastRay = 1
  799. ; Detail level when rendering meshes in llCastRay V3
  800. ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
  801. MeshDetailLevelInLlCastRay = 3
  802. ; Detail level when rendering avatar capsules in llCastRay V3
  803. ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
  804. AvatarDetailLevelInLlCastRay = 1
  805. ; Maximum number of returned hits from llCastRay V3
  806. MaxHitsInLlCastRay = 16
  807. ; Maximum number of returned hits per prim from llCastRay V3
  808. MaxHitsPerPrimInLlCastRay = 16
  809. ; Maximum number of returned hits per object from llCastRay V3
  810. MaxHitsPerObjectInLlCastRay = 16
  811. ; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true
  812. DetectExitHitsInLlCastRay = false
  813. ; Detect attachments in llCastRay V3 if true
  814. DoAttachmentsInLlCastRay = false
  815. ; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3
  816. ; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this
  817. ThrottleTimeInMsInLlCastRay = 200
  818. ; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3
  819. AvailableTimeInMsPerRegionInLlCastRay = 40
  820. ; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3
  821. AvailableTimeInMsPerAvatarInLlCastRay = 10
  822. ; Required available time in ms left to perform a new llCastRay in llCastRay V3
  823. RequiredAvailableTimeInMsInLlCastRay = 2
  824. ; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions
  825. MaximumAvailableTimeInMsInLlCastRay = 40
  826. ; Use cached meshes in llCastRay V3 if true
  827. ; Improves performance but uses more memory
  828. UseMeshCacheInLlCastRay = true
  829. [Materials]
  830. ;# {enable_materials} {} {Enable Materials support?} {true false} true
  831. ;; This enables the use of Materials.
  832. enable_materials = true
  833. MaxMaterialsPerTransaction = 50
  834. [DataSnapshot]
  835. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  836. ;; The following set of configs pertains to search.
  837. ;; Set index_sims to true to enable search engines to index your
  838. ;; searchable data.
  839. ;; If false, no data will be exposed, DataSnapshot module will be off,
  840. ;; and you can ignore the rest of these search-related configs.
  841. index_sims = true
  842. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  843. ;; The variable data_exposure controls what the regions expose:
  844. ;; minimum: exposes only things explicitly marked for search
  845. ;; all: exposes everything
  846. data_exposure = all
  847. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  848. ;; If search is on, change this to your grid name; will be ignored for
  849. ;; standalones
  850. gridname = "btgrid"
  851. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  852. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  853. ;; so that you see the initial changes fast.
  854. ;; Later, you may want to increase this to 3600 (1 hour) or more
  855. default_snapshot_period = 86400
  856. ;; This will be created in bin, if it doesn't exist already. It will hold
  857. ;; the data snapshots.
  858. snapshot_cache_directory = "DataSnapshot"
  859. ;; [Supported, but obsolete]
  860. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  861. ; This semicolon-separated string serves to notify specific data services
  862. ; about the existence of this sim. Uncomment if you want to index your
  863. ; data with this and/or other search providers.
  864. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  865. ;; New way of specifying data services, one per service
  866. ; DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
  867. [Economy]
  868. ; the economy module in use
  869. ; To use other modules you need to override this setting
  870. economymodule = BetaGridLikeMoneyModule
  871. ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  872. ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  873. ; There is no intention to implement anything further in core OpenSimulator.
  874. ; This functionality has to be provided by third party modules.
  875. ;; Enables selling things for $0. Default is true.
  876. SellEnabled = true
  877. ;# {PriceUpload} {} {Price for uploading?} {} 0
  878. ;; Money Unit fee to upload textures, animations etc. Default is 0.
  879. PriceUpload = 0
  880. ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  881. ;; Money Unit fee to create groups. Default is 0.
  882. PriceGroupCreate = 0
  883. [YEngine]
  884. ;; implements non preemptive microthreading, so fixing problems like llSleep or long events handlers
  885. ;; but those will suffer from timeslicing, so will be slower.
  886. ;; warning: scripts state is lost on TP or cross to Xengine regions (cars stop, etc)
  887. ;; ignore its extensions (subset of original XMRengine), those are still undefined.
  888. ; Enabled = false
  889. [XEngine]
  890. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  891. ;; Enable this engine in this OpenSim instance
  892. Enabled = true
  893. ;; How many threads to keep alive even if nothing is happening
  894. MinThreads = 2
  895. ;; How many threads to start at maximum load
  896. MaxThreads = 100
  897. ;; Time a thread must be idle (in seconds) before it dies
  898. IdleTimeout = 60
  899. ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
  900. ; MinTimerInterval = 0.5
  901. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  902. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  903. ;; "Highest")
  904. Priority = "BelowNormal"
  905. ;; Maximum number of events to queue for a script (excluding timers)
  906. MaxScriptEventQueue = 300
  907. ;; Stack size per script engine thread in bytes.
  908. ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  909. ;; The trade-off may be increased memory usage by the script engine.
  910. ThreadStackSize = 262144
  911. ;; Set this to true to load each script into a separate
  912. ;; AppDomain.
  913. ;;
  914. ;; Setting this to false will load all script assemblies into the
  915. ;; current AppDomain, which will significantly improve script loading times.
  916. ;; It will also reduce initial per-script memory overhead.
  917. ;;
  918. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  919. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  920. ;; at this time some mono versions seem to have problems with the true option
  921. ;; so default is now false until a fix is found, to simply life of less technical skilled users.
  922. ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
  923. AppDomainLoading = true
  924. ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
  925. ;; co-op will be more stable but this option is currently experimental.
  926. ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
  927. ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
  928. ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
  929. ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
  930. ;; Current valid values are "abort" and "co-op"
  931. ; ScriptStopStrategy = co-op
  932. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
  933. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  934. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  935. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  936. ;; by scripts have changed.
  937. DeleteScriptsOnStartup = true
  938. ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
  939. ;; forces calls to memory garbage collector before loading each script DLL during region startup.
  940. ;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
  941. ;; But this costs a lot of time, so region load will take a lot longer.
  942. ;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
  943. CompactMemOnLoad = true
  944. ;; Compile debug info (line numbers) into the script assemblies
  945. CompileWithDebugInformation = true
  946. ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
  947. ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  948. ;; Time a script can spend in an event handler before it is interrupted
  949. EventLimit = 30
  950. ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  951. ;; If a script overruns it's event limit, kill the script?
  952. KillTimedOutScripts = false
  953. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  954. ;; Sets the multiplier for the scripting delays
  955. ScriptDelayFactor = 1.0
  956. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  957. ;; The factor the 10 m distances limits are multiplied by
  958. ScriptDistanceLimitFactor = 1.0
  959. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  960. ;; Maximum length of notecard line read
  961. ;; Increasing this to large values potentially opens
  962. ;; up the system to malicious scripters
  963. ; NotecardLineReadCharsMax = 255
  964. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  965. ;; Sensor settings
  966. SensorMaxRange = 96.0
  967. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  968. SensorMaxResults = 16
  969. ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  970. ;; Disable underground movement of prims (default true); set to
  971. ;; false to allow script controlled underground positioning of
  972. ;; prims
  973. ; DisableUndergroundMovement = true
  974. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  975. ;; Path to script engine assemblies
  976. ;; Default is ./bin/ScriptEngines
  977. ; ScriptEnginesPath = "ScriptEngines"
  978. [OSSL]
  979. ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
  980. ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
  981. ;; If this INI file is not included, the OSSL functions are disabled.
  982. Include-osslEnable = "config-include/osslEnable.ini"
  983. [FreeSwitchVoice]
  984. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  985. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  986. ; Enabled = false
  987. ;; You need to load a local service for a standalone, and a remote service
  988. ;; for a grid region. Use one of the lines below, as appropriate
  989. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  990. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  991. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  992. ;; If using a remote connector, specify the server URL
  993. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  994. [Groups]
  995. ;# {Enabled} {} {Enable groups?} {true false} false
  996. ;; Enables the groups module
  997. ; Enabled = false
  998. Enabled = true
  999. ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
  1000. ;; Minimum user level required to create groups
  1001. ; LevelGroupCreate = 0
  1002. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
  1003. ;; The default module can use a PHP XmlRpc server from the Flotsam project at
  1004. ;; http://code.google.com/p/flotsam/
  1005. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  1006. ; Module = Default
  1007. ;; or... use Groups Module V2, which works for standalones and robust grids
  1008. Module = "Groups Module V2"
  1009. ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
  1010. ; StorageProvider = OpenSim.Data.MySQL.dll
  1011. ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
  1012. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
  1013. ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
  1014. ;; -- for Simian Groups use SimianGroupsServicesConnector
  1015. ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
  1016. ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
  1017. ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
  1018. ;; Note that the quotes "" around the words are important!
  1019. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  1020. ServicesConnectorModule = "Groups HG Service Connector"
  1021. ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
  1022. ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
  1023. LocalService = remote
  1024. ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
  1025. ;; Used for V2 in Remote only.
  1026. ; SecretKey = ""
  1027. ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
  1028. ;; URI for the groups services of this grid
  1029. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  1030. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  1031. ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
  1032. ;; Leave it commented for standalones, V2
  1033. GroupsServerURI = "${Const|BaseURL}:${Const|PrivatePort}"
  1034. ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
  1035. ;; Used for V2 in HG only. For example
  1036. ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
  1037. ;; If you have this set under [Startup], no need to set it here, leave it commented
  1038. HomeURI = ${Const|BaseURL}:${Const|PublicPort}
  1039. ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
  1040. MessagingEnabled = true
  1041. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
  1042. ; MessagingModule = GroupsMessagingModule
  1043. ; or use "Groups Messaging Module V2" for Groups V2
  1044. MessagingModule = "Groups Messaging Module V2"
  1045. ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
  1046. ;; Enable Group Notices
  1047. NoticesEnabled = true
  1048. ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
  1049. ; Experimental option to only message online users rather than all users
  1050. ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
  1051. ; Applies Flotsam Group only. V2 has this always on, no other option
  1052. ; MessageOnlineUsersOnly = false
  1053. ;; This makes the Groups module very chatty on the console.
  1054. ; DebugEnabled = false
  1055. ; This makes the Group Messaging module very chatty on the console.
  1056. ; DebugMessagingEnabled = false
  1057. ;; XmlRpc Security settings. These must match those set on your backend
  1058. ;; groups service if the service is using these keys
  1059. XmlRpcServiceReadKey = 7539
  1060. XmlRpcServiceWriteKey = 7539
  1061. [InterestManagement]
  1062. ;; This section controls how state updates are prioritized for each client
  1063. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness SimpleAngularDistance} BestAvatarResponsiveness
  1064. ;; Valid values are BestAvatarResponsiveness and SimpleAngularDistance
  1065. ;; SimpleAngularDistance does use more cpu
  1066. UpdatePrioritizationScheme = BestAvatarResponsiveness
  1067. ;; ObjectsCullingByDistance, if true, don't send object updates if outside view range
  1068. ;; currently viewers are also told to delete objects that leave view range
  1069. ;; only avater position is considered, free camera may not see objects
  1070. ;; does increase cpu load
  1071. ; ObjectsCullingByDistance = false
  1072. [WebStats]
  1073. ; View region statistics via a web page
  1074. ; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
  1075. ; Use a web browser and type in the "Login URI" + "/SStats/"
  1076. ; For example- http://127.0.0.1:9000/SStats/
  1077. enabled = true
  1078. [MediaOnAPrim]
  1079. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  1080. ;; Enable media on a prim facilities
  1081. Enabled = true
  1082. [NPC]
  1083. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  1084. ; Enabled = false
  1085. Enabled = true
  1086. ;; several options to control NPCs creation
  1087. ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
  1088. ;; allow NPCs to be created not Owned {true false} default: true
  1089. ; AllowNotOwned = true
  1090. ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
  1091. ;; allow NPCs to set to be sensed as Avatars {true false} default: true
  1092. ; AllowSenseAsAvatar = true
  1093. ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
  1094. ;; allow NPCs to created cloning any avatar in region {true false} default: true
  1095. ; AllowCloneOtherAvatars = true
  1096. ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
  1097. ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
  1098. ; NoNPCGroup = true
  1099. [Terrain]
  1100. ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  1101. ; InitialTerrain = "pinhead-island"
  1102. [LandManagement]
  1103. ;; set this to false to not display parcel ban lines
  1104. ;ShowParcelBansLines = true
  1105. [UserProfiles]
  1106. ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  1107. ;; Set the value of the url to your UserProfilesService
  1108. ;; If un-set / "" the module is disabled
  1109. ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
  1110. ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
  1111. ;; set this to false to prevent your users to be sent to unknown
  1112. ;; web sites by other users on their profiles
  1113. ; AllowUserProfileWebURLs = true
  1114. [XBakes]
  1115. ;# {URL} {} {Set URL for Baked texture service} {}
  1116. ;; Sets the URL for the baked texture ROBUST service.
  1117. ;; Disabled when unset.
  1118. URL = ${Const|BaseURL}:${Const|PrivatePort}
  1119. ;;
  1120. ;; Optional module to highlight God names in the viewer.
  1121. ;; Uncomment and customize appropriately if you want this behavior.
  1122. ;;
  1123. [GodNames]
  1124. Enabled = true
  1125. FullNames = "Gwyneth Llewelyn, BetaMaster Avatar"
  1126. ; Surnames = "Kryztlsk"
  1127. [UserProfiles]
  1128. ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  1129. ;; Set the value of the url to your UserProfilesService
  1130. ;; If un-set / "" the module is disabled
  1131. ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
  1132. ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
  1133. ;; set this to false to prevent your users to be sent to unknown
  1134. ;; web sites by other users on their profiles
  1135. ; AllowUserProfileWebURLs = true
  1136. [Architecture]
  1137. ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
  1138. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  1139. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  1140. ;;
  1141. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  1142. ;; that the referenced .ini file goes on to include.
  1143. ;;
  1144. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  1145. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  1146. ;; editing it to set the database and backend services that OpenSim will use.
  1147. ;;
  1148. ; Include-Architecture = "config-include/Standalone.ini"
  1149. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  1150. ; Include-Architecture = "config-include/Grid.ini"
  1151. Include-Architecture = "config-include/GridHypergrid.ini"
  1152. ; Include-Architecture = "config-include/SimianGrid.ini"
  1153. ; Include-Architecture = "config-include/HyperSimianGrid.ini"