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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
- ; Use of normalized 55FPS statistics
- ; Opensim does not have a frame rate control like other simulators.
- ; Most parameters that control timing can be configurable region by region.
- ; To achieve closer compatibility with values expected by viewers, scripts and users
- ; some parameters are converted to a equivalent per frame value.
- ; Additionally, they are scaled to values they would have on a system running at a nominal 55 frames per second rate.
- ; The scale factor it 55 * FrameTime, corresponding to 5 with default configuration
- ; You can choose to show the true physics FPS to viewers by setting Normalized55FPS to false.
- ; Normalized55FPS = true
-
- ; Main Frame time
- ; This defines the rate of several simulation events.
- ; Default value should meet most needs.
- ; It can be reduced to improve the simulation of moving objects, with possible increase of cpu and network loads.
- ; It should not be less than the physics engine step time.
- ; Being a integer multiple of it may reduce some jitter in reported physics FPS.
- ; changing this value, you need to change some of the following *EveryNFrames so their actions timing remains the same
- FrameTime = 0.0909
- ; The values below represent the percentage of the target frame time that,
- ; when underrun, should trigger yellow or red in the lag meter.
- ; Less than 60% of FPS is amber by default, less then 40% is red.
- ; These values are advisory. Viewers may choose to not use them but it is
- ; encouraged that they do.
- ; FrameTimeWarnPercent = 60;
- ; FrameTimeCritPercent = 40;
- ; Send scheduled updates to objects in the scene
- ; This must be a whole number
- UpdateObjectsEveryNFrames = 1;
- ; Send position/velocity, etc. updates to agents in the scene
- ; This must be a whole number
- UpdateAgentsEveryNFrames = 1;
- ; Apply pending forces from physics calculations to an entity.
- ; This must be a whole number
- UpdateEntityMovementEveryNFrames = 1;
- ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
- ; This must be a whole number
- UpdateCoarseLocationsEveryNFrames = 50;
- ; Physics simulation execution or syncronization, acording to engine. Should be 1
- ; This must be a whole number
- UpdatePhysicsEveryNFrames = 1;
- ; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
- ; This must be a whole number
- UpdateEventsEveryNFrames = 1;
- ; Send terrain updates to viewers
- ; This must be a whole number
- UpdateTerrainEveryNFrames = 50;
- ; Persitently store any objects which meet the PRIM STORAGE criteria
- ; This must be a whole number
- UpdateStorageEveryNFrames = 200;
- ; Clean up temp on rez objects.
- ; This must be a whole number
- UpdateTempCleaningEveryNSeconds = 180;
- ; ##
- ; ## PRIM STORAGE
- ; ##
- ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
- ; prevent frequently changing objects from heavily loading the region data store.
- ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
- ;
- ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
- MinimumTimeBeforePersistenceConsidered = 60
- ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
- MaximumTimeBeforePersistenceConsidered = 600
- ; ##
- ; ## PHYSICS
- ; ##
- ; If true then prims can be collided with by avatars, other prims, etc.
- ; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
- ; Also, no prims are subject to physics.
- collidable_prim = true
- ; If true then prims can be made subject to physics (gravity, pushing, etc.).
- ; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
- physical_prim = true
- ; Select a mesher here.
- ;
- ; Meshmerizer properly handles complex prims by using triangle meshes.
- ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
- ;
- ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
- ; Usually this is only a box
- meshing = Meshmerizer
- ;meshing = ZeroMesher
-
- ; 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 = false
- ; 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
- [EntityTransfer]
- ; 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.
- ; with legacy ODE this value needs to be close to 0.02s
- ; with ubOde this value can be reduced to improve simulation quality with the cost of higher cpu load
- ; you will need to test acording to you needs
- ; choosing a value that is a integer sub multiple of FrameRate reduces some jitter on reported physics FPS
- world_stepsize = 0.01818
- ; number of iterations of constrains solver, higher should improve results
- ; up to a point where acumulated math errors eliminate the improvement
- ; more steps may increase CPU load. No real gain in changing
- world_solver_iterations = 10
- ;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
- ; defines spaces partition cells min and max sizes == 2^value
- world_hashspace_level_low = -5
- world_hashSpace_level_high = 12
- meters_in_small_space = 29.9
-
- ; ##
- ; ## Contact properties. (the stuff that happens when things come in contact with each other)
- ; ##
- ; surface layer around geometries other geometries can sink into before generating a contact
- world_contact_surface_layer = 0.001
- ; Filtering collisions helps keep things stable physics wise, but sometimes
- ; it can be overzealous. If you notice bouncing, chances are it's that.
- filter_collisions = false
- ; Non Moving Terrain Contact (avatar isn't moving)
- nm_terraincontact_friction = 255.0
- nm_terraincontact_bounce = 0.1
- nm_terraincontact_erp = 0.1025
- ; Moving Terrain Contact (avatar is moving)
- m_terraincontact_friction = 75.0
- m_terraincontact_bounce = 0.05
- m_terrainContact_erp = 0.05025
- ; Moving Avatar to object Contact
- m_avatarobjectcontact_friction = 75.0
- m_avatarobjectcontact_bounce = 0.1
- ; Object to Object Contact and Non-Moving Avatar to object
- objectcontact_friction = 250.0
- objectcontact_bounce = 0.2
- ; ##
- ; ## Avatar Control
- ; ##
- ; PID Controller Settings. These affect the math that causes the avatar to reach the
- ; desired velocity
- ; See http://en.wikipedia.org/wiki/PID_controller
- av_pid_derivative = 2200.0
- av_pid_proportional = 900.0;
- ;girth of the avatar. Adds radius to the height also
- av_capsule_radius = 0.37
- ; Max force permissible to use to keep the avatar standing up straight
- av_capsule_standup_tensor = 550000
- ; specifies if the capsule should be tilted (=true; old compatibility mode)
- ; or straight up-and-down (=false; better and more consistent physics behavior)
- av_capsule_tilted = false
- ; used to calculate mass of avatar.
- ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
- ; av_density * AVvolume;
- av_density = 80
- ; use this value to cut 52% of the height the sim gives us
- ; Currently unused
- ; av_height_fudge_factor = 0.52
- ; Movement. Smaller is faster.
- ; speed of movement with Always Run off
- av_movement_divisor_walk = 1.3
- ; speed of movement with Always Run on
- av_movement_divisor_run = 0.8
- ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
- minimum_ground_flight_offset = 3.0
- ; Plant avatar. This reduces the effect of physical contacts with the avatar.
- ; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive.
- ; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active
- ; will lock the avatar in place
- av_planted = false
- ; No Avatar Avatar Collissions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment
- av_av_collisions_off = false
- ; ##
- ; ## Object options
- ; ##
- ; used in the mass calculation.
- geometry_default_density = 10.000006836
- ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
- body_frames_auto_disable = 20
- ; used to control llMove2Target
- body_pid_derivative = 35
- body_pid_gain = 25
- ; maximum number of contact points to generate per collision
- contacts_per_collision = 80
- ; start throttling the object updates if object comes in contact with 3 or more other objects
- geom_contactpoints_start_throttling = 3
- ; send 1 update for every x updates below when throttled
- geom_updates_before_throttled_update = 15
- ; Maximum mass an object can be before it is clamped
- maximum_mass_object = 10000.01
- ; ##
- ; ## Sculpted Prim settings
- ; ##
- ; Do we want to mesh sculpted prim to collide like they look?
- 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"
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