OpenSim.ini.example 54 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. ;; If you are copying, then once you have copied OpenSim.ini.example to
  7. ;; OpenSim.ini you will need to pick an architecture in the [Architecture]
  8. ;; section at the end of this file.
  9. ;;
  10. ;; The settings in this file are in the form "<key> = <value>". For example,
  11. ;; save_crashes = false in the [Startup] section below.
  12. ;;
  13. ;; All settings are initially commented out and the default value used, as
  14. ;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
  15. ;; deleting the initial semicolon (;) and then change the value. This will
  16. ;; override the value in OpenSimDefaults.ini
  17. ;;
  18. ;; If you want to find out what configuration OpenSimulator has finished with
  19. ;; once all the configuration files are loaded then type "config show" on the
  20. ;; region console command line.
  21. ;;
  22. ;;
  23. ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
  24. ;;
  25. ;; All leading white space is ignored, but preserved.
  26. ;;
  27. ;; Double semicolons denote a text comment
  28. ;;
  29. ;; ;# denotes a configuration directive description
  30. ;; formatted as:
  31. ;; {option} {depends on} {question to ask} {choices} default value
  32. ;; Any text comments following the declaration, up to the next blank line.
  33. ;; will be copied to the generated file (NOTE: generation is not yet
  34. ;; implemented)
  35. ;;
  36. ;; A * in the choices list will allow an empty entry.
  37. ;; An empty question will set the default if the dependencies are
  38. ;; satisfied.
  39. ;;
  40. ;; ; denotes a commented out option.
  41. ;; Any options added to OpenSim.ini.example should be initially commented
  42. ;; out.
  43. [Const]
  44. ;# {BaseURL} {} {BaseURL} {"http://example.com","http://127.0.0.1"} "http://127.0.0.1"
  45. BaseURL = http://127.0.0.1
  46. ;# {PublicPort} {} {PublicPort} {8002} "8002"
  47. PublicPort = "8002"
  48. ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
  49. PrivatePort = "8003"
  50. [Startup]
  51. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  52. ;; Console prompt
  53. ;; Certain special characters can be used to customize the prompt
  54. ;; Currently, these are
  55. ;; \R - substitute region name
  56. ;; \\ - substitute \
  57. ; ConsolePrompt = "Region (\R) "
  58. ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
  59. ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
  60. ; ConsoleHistoryFileEnabled = true
  61. ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
  62. ;; The history file can be just a filename (relative to OpenSim's bin/ directory
  63. ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
  64. ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
  65. ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
  66. ;; How many lines of command history should we keep? (default is 100)
  67. ; ConsoleHistoryFileLines = 100
  68. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  69. ;; Set this to true if you want to log crashes to disk
  70. ;; this can be useful when submitting bug reports.
  71. ;; However, this will only log crashes within OpenSimulator that cause the
  72. ;; entire program to exit
  73. ;; It will not log crashes caused by virtual machine failures, which
  74. ;; includes mono and ODE failures.
  75. ;; You will need to capture these native stack traces by recording the
  76. ;; session log itself.
  77. ; save_crashes = false
  78. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  79. ;; Directory to save crashes to if above is enabled
  80. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  81. ; crash_dir = "crashes"
  82. ;# {PIDFile} {} {Path to PID file?} {}
  83. ;; Place to create a PID file
  84. ; PIDFile = "/tmp/OpenSim.exe.pid"
  85. ;# {RegistryLocation} {} {Addins Registry Location} {}
  86. ; Set path to directory for addin registry if you want addins outside of bin.
  87. ; Information about the registered repositories and installed plugins will
  88. ; be stored here. The OpenSim.exe process must have R/W access to the location.
  89. ; RegistryLocation = "."
  90. ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
  91. ; Used by region module addins. You can set this to outside bin, so that addin
  92. ; configurations will survive updates. The OpenSim.exe process must have R/W access
  93. ; to the location.
  94. ; ConfigDirectory = "."
  95. ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  96. ;; Determine where OpenSimulator looks for the files which tell it
  97. ;; which regions to server
  98. ;; Default is "filesystem"
  99. ; region_info_source = "filesystem"
  100. ; region_info_source = "web"
  101. ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  102. ;; Determines where the region XML files are stored if you are loading
  103. ;; these from the filesystem.
  104. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  105. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  106. ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  107. ;; Determines the page from which regions xml is retrieved if you are
  108. ;; loading these from the web.
  109. ;; The XML here has the same format as it does on the filesystem
  110. ;; (including the <Root> tag), except that everything is also enclosed
  111. ;; in a <Regions> tag.
  112. ; regionload_webserver_url = "http://example.com/regions.xml";
  113. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  114. ;; Allow the simulator to start up if there are no region configuration available
  115. ;; from the selected region_info_source.
  116. ; allow_regionless = false
  117. ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
  118. ;; Increasing the number of undos available number will increase memory usage.
  119. MaxPrimUndos = 20
  120. ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
  121. ;; Minimum size for non-physical prims. Affects resizing of existing
  122. ;; prims. This can be overridden in the region config file (as
  123. ;; NonPhysicalPrimMin!).
  124. ; NonPhysicalPrimMin = 0.001
  125. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  126. ;; Maximum size for non-physical prims. Affects resizing of existing
  127. ;; prims. This can be overridden in the region config file (as
  128. ;; NonPhysicalPrimMax!).
  129. ; NonPhysicalPrimMax = 256
  130. ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
  131. ;; Minimum size where a prim can be physical. Affects resizing of
  132. ;; existing prims. This can be overridden in the region config file.
  133. ; PhysicalPrimMin = 0.01
  134. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
  135. ;; Maximum size where a prim can be physical. Affects resizing of
  136. ;; existing prims. This can be overridden in the region config file.
  137. ; PhysicalPrimMax = 64
  138. ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  139. ;; If a viewer attempts to rez a prim larger than the non-physical or
  140. ;; physical prim max, clamp the dimensions to the appropriate maximum
  141. ;; This can be overridden in the region config file.
  142. ; ClampPrimSize = false
  143. ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
  144. ;; Maximum number of prims allowable in a linkset. Affects creating new
  145. ;; linksets. Ignored if less than or equal to zero.
  146. ;; This can be overridden in the region config file.
  147. ; LinksetPrims = 0
  148. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  149. ;; Allow scripts to keep running when they cross region boundaries, rather
  150. ;; than being restarted. State is reloaded on the destination region.
  151. ;; This only applies when crossing to a region running in a different
  152. ;; simulator.
  153. ;; For crossings where the regions are on the same simulator the script is
  154. ;; always kept running.
  155. ; AllowScriptCrossing = true
  156. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  157. ;; Allow compiled script binary code to cross region boundaries.
  158. ;; If you set this to "true", any region that can teleport to you can
  159. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  160. ;; YOU HAVE BEEN WARNED!!!
  161. ; TrustBinaries = false
  162. ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content or varregions!)} {true false} false
  163. ;; Combine all contiguous regions into one large megaregion
  164. ;; Order your regions from South to North, West to East in your regions.ini
  165. ;; and then set this to true
  166. ;; Warning! Don't use this with regions that have existing content!,
  167. ;; This will likely break them
  168. ;; Also, this setting should be set to false for varregions as they are proper larger single regions rather than combined smaller regions.
  169. ; CombineContiguousRegions = false
  170. ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  171. ;; If you have only one region in an instance, or to avoid the many bugs
  172. ;; that you can trigger in modules by restarting a region, set this to
  173. ;; true to make the entire instance exit instead of restarting the region.
  174. ;; This is meant to be used on systems where some external system like
  175. ;; Monit will restart any instance that exits, thereby making the shutdown
  176. ;; into a restart.
  177. ; InworldRestartShutsDown = false
  178. ;; Persistence of changed objects happens during regular sweeps. The
  179. ;; following control that behaviour to prevent frequently changing objects
  180. ;; from heavily loading the region data store.
  181. ;; If both of these values are set to zero then persistence of all changed
  182. ;; objects will happen on every sweep.
  183. ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  184. ;; Objects will be considered for persistance in the next sweep when they
  185. ;; have not changed for this number of seconds.
  186. ; MinimumTimeBeforePersistenceConsidered = 60
  187. ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  188. ;; Objects will always be considered for persistance in the next sweep
  189. ;; if the first change occurred this number of seconds ago.
  190. ; MaximumTimeBeforePersistenceConsidered = 600
  191. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  192. ;; if you would like to allow prims to be physical and move by physics
  193. ;; with the physical checkbox in the client set this to true.
  194. ; physical_prim = true
  195. ;; Select a mesher here.
  196. ;;
  197. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  198. ;; Note that only the ODE physics engine currently deals with meshed
  199. ;; prims in a satisfactory way.
  200. ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  201. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  202. ;; using the basic shapes that it supports.
  203. ;; Usually this is only a box.
  204. ;; Default is Meshmerizer
  205. ; meshing = Meshmerizer
  206. ; meshing = ZeroMesher
  207. ;; Choose one of the physics engines below
  208. ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
  209. ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
  210. ;; BulletSim supports varregions.
  211. ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
  212. ;; It continues to provide a workable physics implementation. It does not currently support varregions.
  213. ;; basicphysics effectively does not model physics at all, making all objects phantom.
  214. ;; Default is BulletSim
  215. ; physics = OpenDynamicsEngine
  216. ; physics = BulletSim
  217. ; physics = basicphysics
  218. ; physics = POS
  219. ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  220. ;; Default script engine to use. Currently, we only have XEngine
  221. ; DefaultScriptEngine = "XEngine"
  222. ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  223. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
  224. ;; required
  225. ; HttpProxy = "http://proxy.com:8080"
  226. ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  227. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
  228. ;; list of regular expressions for URLs that you don't want to go through
  229. ;; the proxy.
  230. ;; For example, servers inside your firewall.
  231. ;; Separate patterns with a ';'
  232. ; HttpProxyExceptions = ".mydomain.com;localhost"
  233. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  234. ;; The email module requires some configuration. It needs an SMTP
  235. ;; server to send mail through.
  236. ; emailmodule = DefaultEmailModule
  237. ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  238. ;; SpawnPointRouting adjusts the landing for incoming avatars.
  239. ;; "closest" will place the avatar at the SpawnPoint located in the closest
  240. ;; available spot to the destination (typically map click/landmark).
  241. ;; "random" will place the avatar on a randomly selected spawnpoint;
  242. ;; "sequence" will place the avatar on the next sequential SpawnPoint
  243. ; SpawnPointRouting = closest
  244. ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  245. ;; TelehubAllowLandmark allows users with landmarks to override telehub
  246. ;; routing and land at the landmark coordinates when set to true
  247. ;; default is false
  248. ; TelehubAllowLandmark = false
  249. [AccessControl]
  250. ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  251. ;; Bar (|) separated list of viewers which may gain access to the regions.
  252. ;; One can use a substring of the viewer name to enable only certain
  253. ;; versions
  254. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  255. ;; - "Imprudence" has access
  256. ;; - "Imprudence 1.3" has access
  257. ;; - "Imprudence 1.3.1" has no access
  258. ; AllowedClients =
  259. ;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
  260. ;; Bar (|) separated list of viewers which may not gain access to the regions.
  261. ;; One can use a Substring of the viewer name to disable only certain
  262. ;; versions
  263. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  264. ;; - "Imprudence" has no access
  265. ;; - "Imprudence 1.3" has no access
  266. ;; - "Imprudence 1.3.1" has access
  267. ; BannedClients =
  268. [Map]
  269. ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  270. ;; Map tile options.
  271. ;; If true, then maptiles are generated using the MapImageModule below.
  272. ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
  273. ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
  274. ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
  275. ; GenerateMaptiles = true
  276. ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
  277. ;; The module to use in order to generate map images.
  278. ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
  279. ;; generate better images.
  280. ;MapImageModule = "MapImageModule"
  281. ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  282. ;; If desired, a running region can update the map tiles periodically
  283. ;; to reflect building activity. This names no sense of you don't have
  284. ;; prims on maptiles. Value is in seconds.
  285. ; MaptileRefresh = 0
  286. ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  287. ;; If not generating maptiles, use this static texture asset ID
  288. ;; This may be overridden on a per region basis in Regions.ini
  289. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  290. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  291. ;; Use terrain texture for maptiles if true, use shaded green if false
  292. ; TextureOnMapTile = true
  293. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  294. ;; Draw objects on maptile. This step might take a long time if you've
  295. ;; got a large number of objects, so you can turn it off here if you'd like.
  296. ; DrawPrimOnMapTile = true
  297. ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
  298. ;; Texture the faces of the prims that are rendered on the map tiles.
  299. ; TexturePrims = true
  300. ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
  301. ;; Only texture prims that have a diagonal size greater than this number
  302. ; TexturePrimSize = 48
  303. ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
  304. ;; Attempt to render meshes and sculpties on the map
  305. ; RenderMeshes = false;
  306. [Permissions]
  307. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  308. ;; Permission modules to use, separated by comma.
  309. ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  310. ; permissionmodules = DefaultPermissionsModule
  311. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  312. ;; These are the parameters for the default permissions module
  313. ;;
  314. ;; If set to false, then, in theory, the server never carries out
  315. ;; permission checks (allowing anybody to copy
  316. ;; any item, etc. This may not yet be implemented uniformally.
  317. ;; If set to true, then all permissions checks are carried out
  318. ; serverside_object_permissions = true
  319. ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  320. ;; This allows users with a UserLevel of 200 or more to assume god
  321. ;; powers in the regions in this simulator.
  322. ; allow_grid_gods = false
  323. ;; This allows some control over permissions
  324. ;; please note that this still doesn't duplicate SL, and is not intended to
  325. ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  326. ;; Allow region owners to assume god powers in their regions
  327. ; region_owner_is_god = true
  328. ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  329. ;; Allow region managers to assume god powers in regions they manage
  330. ; region_manager_is_god = false
  331. ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
  332. ;; Allow parcel owners to assume god powers in their parcels
  333. ; parcel_owner_is_god = true
  334. ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  335. ;; More control over permissions
  336. ;; This is definitely not SL!
  337. ;; Provides a simple control for land owners to give build rights to
  338. ;; specific avatars in publicly accessible parcels that disallow object
  339. ;; creation in general.
  340. ;; Owners specific avatars by adding them to the Access List of the parcel
  341. ;; without having to use the Groups feature
  342. ; simple_build_permissions = false
  343. [Estates]
  344. ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  345. ; If these values are uncommented then they will be used to create a default estate as necessary.
  346. ; New regions will be automatically assigned to that default estate.
  347. ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  348. ;; Name for the default estate
  349. ; DefaultEstateName = My Estate
  350. ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  351. ;; Name for default estate owner
  352. ; DefaultEstateOwnerName = FirstName LastName
  353. ; ** Standalone Estate Settings **
  354. ; The following parameters will only be used on a standalone system to
  355. ; create an estate owner that does not already exist
  356. ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  357. ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  358. ;; UUID will be assigned. This is normally what you want
  359. ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  360. ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  361. ;; Email address for the default estate owner
  362. ; DefaultEstateOwnerEMail = [email protected]
  363. ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  364. ;; Password for the default estate owner
  365. ; DefaultEstateOwnerPassword = password
  366. [SMTP]
  367. ;; The SMTP server enabled the email module to send email to external
  368. ;; destinations.
  369. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  370. ;; Enable sending email via SMTP
  371. ; enabled = false
  372. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  373. ; internal_object_host = lsl.opensim.local
  374. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  375. ; host_domain_header_from = "127.0.0.1"
  376. ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  377. ; email_pause_time = 20
  378. ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  379. ; email_max_size = 4096
  380. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  381. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  382. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  383. ; SMTP_SERVER_PORT = 25
  384. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  385. ; SMTP_SERVER_LOGIN = ""
  386. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  387. ; SMTP_SERVER_PASSWORD = ""
  388. [Network]
  389. ;# {ConsoleUser} {} {User name for console account} {}
  390. ;; Configure the remote console user here. This will not actually be used
  391. ;; unless you use -console=rest at startup.
  392. ; ConsoleUser = "Test"
  393. ;# {ConsolePass} {} {Password for console account} {}
  394. ; ConsolePass = "secret"
  395. ;# {console_port} {} {Port for console connections} {} 0
  396. ; console_port = 0
  397. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  398. ;; Simulator HTTP port. This is not the region port, but the port the
  399. ;; entire simulator listens on. This port uses the TCP protocol, while
  400. ;; the region ports use UDP.
  401. ; http_listener_port = 9000
  402. ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
  403. ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
  404. ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
  405. ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
  406. ;
  407. ; You can whitelist individual endpoints by IP or FQDN, e.g.
  408. ;
  409. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
  410. ;
  411. ; You can specify multiple addresses by separating them with a bar. For example,
  412. ;
  413. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
  414. ;
  415. ; If an address if given without a port number then port 80 is assumed
  416. ;
  417. ; You can also specify a network range in CIDR notation to whitelist, e.g.
  418. ;
  419. ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
  420. ;
  421. ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
  422. ; To specify an individual IP address use the /32 netmask
  423. ;
  424. ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
  425. ;
  426. ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
  427. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  428. ;; Hostname to use in llRequestURL/llRequestSecureURL
  429. ;; if not defined - default machine name is being used
  430. ;; (on Windows this mean NETBIOS name - useably only inside local network)
  431. ; ExternalHostNameForLSL = "127.0.0.1"
  432. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  433. ;; What is reported as the "X-Secondlife-Shard"
  434. ;; Defaults to the user server url if not set
  435. ;; The old default is "OpenSim", set here for compatibility
  436. ;; The below is not commented for compatibility.
  437. shard = "OpenSim"
  438. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  439. ;; What is reported as the "User-Agent" when using llHTTPRequest
  440. ;; Defaults to not sent if not set here. See the notes section in the wiki
  441. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  442. ;; " (Mozilla Compatible)" to the text where there are problems with a
  443. ;; web server
  444. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  445. ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services.
  446. ;; Use this if your central services in port 8003 need to be accessible on the Internet
  447. ;; but you want to protect them from unauthorized access. The username and password
  448. ;; here need to match the ones in the Robust service configuration.
  449. ; AuthType = "BasicHttpAuthentication"
  450. ; HttpAuthUsername = "some_username"
  451. ; HttpAuthPassword = "some_password"
  452. ;;
  453. ;; Any of these 3 variables above can be overriden in any of the service sections.
  454. [XMLRPC]
  455. ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
  456. ;; If enabled and set to XmlRpcRouterModule, this will post an event,
  457. ;; "xmlrpc_uri(string)" to the script concurrently with the first
  458. ;; remote_data event. This will contain the fully qualified URI an
  459. ;; external site needs to use to send XMLRPC requests to that script
  460. ;;
  461. ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
  462. ;; will be registered with an external service via a configured uri
  463. ;XmlRpcRouterModule = "XmlRpcRouterModule"
  464. ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
  465. ;XmlRpcPort = 20800
  466. ;# {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
  467. ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
  468. ;; will use this address to register xmlrpc channels on the external
  469. ;; service
  470. ; XmlRpcHubURI = http://example.com
  471. [ClientStack.LindenUDP]
  472. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  473. ;; relevant sections and override them here.
  474. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  475. ;; with the next update!
  476. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  477. ;; Quash and remove any light properties from attachments not on the
  478. ;; hands. This allows flashlights and lanterns to function, but kills
  479. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  480. ;; will also be affected.
  481. ;; This is especially important in artistic builds that depend on lights
  482. ;; on the build for their appearance, since facelights will cause the
  483. ;; building's lights to possibly not be rendered.
  484. ; DisableFacelights = "false"
  485. [ClientStack.LindenCaps]
  486. ;; For the long list of capabilities, see OpenSimDefaults.ini
  487. ;; Here are the few ones you may want to change. Possible values
  488. ;; are:
  489. ;; "" -- empty, capability disabled
  490. ;; "localhost" -- capability enabled and served by the simulator
  491. ;; "<url>" -- capability enabled and served by some other server
  492. ;;
  493. ; These are enabled by default to localhost. Change if you see fit.
  494. Cap_GetTexture = "localhost"
  495. Cap_GetMesh = "localhost"
  496. Cap_AvatarPickerSearch = "localhost"
  497. Cap_GetDisplayNames = "localhost"
  498. [SimulatorFeatures]
  499. ;# {SearchServerURI} {} {URL of the search server} {}
  500. ;; This is identical to the Robust LoginService SearchURL setting
  501. ;; and will override that value if set here. The Robust setting
  502. ;; provides a working default for the grid and setting here is
  503. ;; optional.
  504. ;SearchServerURI = "http://127.0.0.1:9000/"
  505. ;# {DestinationGuideURI} {} {URL of the destination guide} {}
  506. ;;
  507. ;; This serves the same purpose as the DestinationGuideURI in the
  508. ;; LoginService setting in the Robust server. This will override
  509. ;; the Robust setting if desired as an option.
  510. ;DestinationGuideURI = "http://127.0.0.1:9000/"
  511. [Chat]
  512. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  513. ;; Distance in meters that whispers should travel.
  514. ; whisper_distance = 10
  515. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  516. ;; Distance in meters that ordinary chat should travel.
  517. ; say_distance = 20
  518. ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
  519. ;; Distance in meters that shouts should travel.
  520. ; shout_distance = 100
  521. [EntityTransfer]
  522. ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
  523. ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
  524. ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
  525. ;DisableInterRegionTeleportCancellation = false
  526. [Messaging]
  527. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
  528. ;; Module to handle offline messaging. The core module requires an external
  529. ;; web service to do this. See OpenSim wiki.
  530. ; OfflineMessageModule = OfflineMessageModule
  531. ;; Or, alternatively, use this one, which works for both standalones and grids
  532. ; OfflineMessageModule = "Offline Message Module V2"
  533. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
  534. ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
  535. ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
  536. ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
  537. ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
  538. ;; For standalones, this is the storage dll.
  539. ; StorageProvider = OpenSim.Data.MySQL.dll
  540. ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
  541. ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
  542. ;; messages to work
  543. ; MuteListModule = MuteListModule
  544. ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
  545. ;; URL of the web service that serves mute lists. Not currently used, but
  546. ;; must be set to allow offline messaging to work.
  547. ; MuteListURL = http://yourserver/Mute.php
  548. ;; Control whether group invites and notices are stored for offline users.
  549. ;; Default is true.
  550. ;; This applies to both core groups module.
  551. ; ForwardOfflineGroupMessages = true
  552. [BulletSim]
  553. ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
  554. AvatarToAvatarCollisionsByDefault = true
  555. [ODEPhysicsSettings]
  556. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  557. ;; Do we want to mesh sculpted prim to collide like they look?
  558. ;; If you are seeing sculpt texture decode problems
  559. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  560. ;; then you might want to try setting this to false.
  561. ; mesh_sculpted_prim = true
  562. ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
  563. ;; If you would like physics joints to be enabled through a special naming
  564. ;; convention in the client, set this to true.
  565. ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
  566. ; use_NINJA_physics_joints = false
  567. [RemoteAdmin]
  568. ;; This is the remote admin module, which uses XMLRPC requests to
  569. ;; manage regions from a web interface.
  570. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  571. ; enabled = false
  572. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  573. ;; Set this to a nonzero value to have remote admin use a different port
  574. ; port = 0
  575. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  576. ;; This password is required to make any XMLRPC call (should be set as
  577. ;; the "password" parameter)
  578. ; access_password = ""
  579. ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
  580. ;; List the IP addresses allowed to call RemoteAdmin
  581. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  582. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  583. ; access_ip_addresses =
  584. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  585. ;; set this variable to true if you want the create_region XmlRpc
  586. ;; call to unconditionally enable voice on all parcels for a newly
  587. ;; created region
  588. ; create_region_enable_voice = false
  589. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  590. ;; set this variable to false if you want the create_region XmlRpc
  591. ;; call to create all regions as private per default (can be
  592. ;; overridden in the XmlRpc call)
  593. ; create_region_public = false
  594. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  595. ;; enable only those methods you deem to be appropriate using a | delimited
  596. ;; whitelist.
  597. ;; For example:
  598. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  599. ;; if this parameter is not specified but enabled = true, all methods
  600. ;; will be available
  601. ; enabled_methods = all
  602. ;; specify the default appearance for an avatar created through the remote
  603. ;; admin interface
  604. ;; This will only take effect is the file specified by the
  605. ;; default_appearance setting below exists
  606. ; default_male = Default Male
  607. ; default_female = Default Female
  608. ;; Update appearance copies inventory items and wearables of default
  609. ;; avatars. if this value is false, just worn assets are copied to the
  610. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  611. ;; The receiver will wear the same items the default avatar did wear.
  612. ; copy_folders = false
  613. ;; Path to default appearance XML file that specifies the look of the
  614. ;; default avatars
  615. ; default_appearance = default_appearance.xml
  616. [Wind]
  617. ;# {enabled} {} {Enable wind module?} {true false} true
  618. ;; Enables the wind module.
  619. ; enabled = true
  620. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  621. ;; How often should wind be updated, as a function of world frames.
  622. ;; Approximately 50 frames a second
  623. ; wind_update_rate = 150
  624. ;; The Default Wind Plugin to load
  625. ; wind_plugin = SimpleRandomWind
  626. ;; These settings are specific to the ConfigurableWind plugin
  627. ;; To use ConfigurableWind as the default, simply change wind_plugin
  628. ;; to ConfigurableWind and uncomment the following.
  629. ; avg_strength = 5.0
  630. ; avg_direction = 0.0
  631. ; var_strength = 5.0
  632. ; var_direction = 30.0
  633. ; rate_change = 1.0
  634. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  635. ;; This setting is specific to the SimpleRandomWind plugin
  636. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  637. ; strength = 1.0
  638. [LightShare]
  639. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  640. ;; This enables the transmission of Windlight scenes to supporting clients,
  641. ;; such as the Meta7 viewer.
  642. ;; It has no ill effect on viewers which do not support server-side
  643. ;; windlight settings.
  644. ; enable_windlight = false
  645. [Materials]
  646. ;# {enable_materials} {} {Enable Materials support?} {true false} true
  647. ;; This enables the use of Materials.
  648. ; enable_materials = true
  649. ; MaxMaterialsPerTransaction = 50
  650. [DataSnapshot]
  651. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  652. ;; The following set of configs pertains to search.
  653. ;; Set index_sims to true to enable search engines to index your
  654. ;; searchable data.
  655. ;; If false, no data will be exposed, DataSnapshot module will be off,
  656. ;; and you can ignore the rest of these search-related configs.
  657. ; index_sims = false
  658. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  659. ;; The variable data_exposure controls what the regions expose:
  660. ;; minimum: exposes only things explicitly marked for search
  661. ;; all: exposes everything
  662. ; data_exposure = minimum
  663. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  664. ;; If search is on, change this to your grid name; will be ignored for
  665. ;; standalones
  666. ; gridname = "OSGrid"
  667. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  668. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  669. ;; so that you see the initial changes fast.
  670. ;; Later, you may want to increase this to 3600 (1 hour) or more
  671. ; default_snapshot_period = 1200
  672. ;; This will be created in bin, if it doesn't exist already. It will hold
  673. ;; the data snapshots.
  674. ; snapshot_cache_directory = "DataSnapshot"
  675. ;; [Supported, but obsolete]
  676. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  677. ; This semicolon-separated string serves to notify specific data services
  678. ; about the existence of this sim. Uncomment if you want to index your
  679. ; data with this and/or other search providers.
  680. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  681. ;; New way of specifying data services, one per service
  682. ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
  683. [Economy]
  684. ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  685. ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  686. ; There is no intention to implement anything further in core OpenSimulator.
  687. ; This functionality has to be provided by third party modules.
  688. ;; Enables selling things for $0. Default is true.
  689. ; SellEnabled = true
  690. ;# {PriceUpload} {} {Price for uploading?} {} 0
  691. ;; Money Unit fee to upload textures, animations etc. Default is 0.
  692. ; PriceUpload = 0
  693. ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  694. ;; Money Unit fee to create groups. Default is 0.
  695. ; PriceGroupCreate = 0
  696. [XEngine]
  697. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  698. ;; Enable this engine in this OpenSim instance
  699. ; Enabled = true
  700. ;; How many threads to keep alive even if nothing is happening
  701. ; MinThreads = 2
  702. ;; How many threads to start at maximum load
  703. ; MaxThreads = 100
  704. ;; Time a thread must be idle (in seconds) before it dies
  705. ; IdleTimeout = 60
  706. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  707. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  708. ;; "Highest")
  709. ; Priority = "BelowNormal"
  710. ;; Maximum number of events to queue for a script (excluding timers)
  711. ; MaxScriptEventQueue = 300
  712. ;; Stack size per script engine thread in bytes.
  713. ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  714. ;; The trade-off may be increased memory usage by the script engine.
  715. ; ThreadStackSize = 262144
  716. ;; Set this to true (the default) to load each script into a separate
  717. ;; AppDomain.
  718. ;;
  719. ;; Setting this to false will load all script assemblies into the
  720. ;; current AppDomain, which will significantly improve script loading times.
  721. ;; It will also reduce initial per-script memory overhead.
  722. ;;
  723. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  724. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  725. ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
  726. ; AppDomainLoading = true
  727. ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
  728. ;; co-op will be more stable but this option is currently experimental.
  729. ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
  730. ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
  731. ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
  732. ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
  733. ;; Current valid values are "abort" and "co-op"
  734. ; ScriptStopStrategy = abort
  735. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
  736. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  737. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  738. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  739. ;; by scripts have changed.
  740. ; DeleteScriptsOnStartup = true
  741. ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
  742. ;; Default language for scripts
  743. ; DefaultCompileLanguage = "lsl"
  744. ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
  745. ;; List of allowed languages (lsl,vb,cs)
  746. ;; AllowedCompilers=lsl,cs,vb
  747. ;; *warning*, non lsl languages have access to static methods such as
  748. ;; System.IO.File. Enable at your own risk.
  749. ; AllowedCompilers = "lsl"
  750. ;; Compile debug info (line numbers) into the script assemblies
  751. ; CompileWithDebugInformation = true
  752. ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
  753. ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  754. ;; Time a script can spend in an event handler before it is interrupted
  755. ; EventLimit = 30
  756. ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  757. ;; If a script overruns it's event limit, kill the script?
  758. ; KillTimedOutScripts = false
  759. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  760. ;; Sets the multiplier for the scripting delays
  761. ; ScriptDelayFactor = 1.0
  762. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  763. ;; The factor the 10 m distances limits are multiplied by
  764. ; ScriptDistanceLimitFactor = 1.0
  765. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  766. ;; Maximum length of notecard line read
  767. ;; Increasing this to large values potentially opens
  768. ;; up the system to malicious scripters
  769. ; NotecardLineReadCharsMax = 255
  770. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  771. ;; Sensor settings
  772. ; SensorMaxRange = 96.0
  773. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  774. ; SensorMaxResults = 16
  775. ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  776. ;; Disable underground movement of prims (default true); set to
  777. ;; false to allow script controlled underground positioning of
  778. ;; prims
  779. ; DisableUndergroundMovement = true
  780. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  781. ;; Path to script engine assemblies
  782. ;; Default is ./bin/ScriptEngines
  783. ; ScriptEnginesPath = "ScriptEngines"
  784. [OSSL]
  785. ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
  786. ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
  787. ;; If this INI file is not included, the OSSL functions are disabled.
  788. Include-osslEnable = "config-include/osslEnable.ini"
  789. [MRM]
  790. ;; Enables the Mini Region Modules Script Engine.
  791. ; Enabled = false
  792. ;; Runs MRM in a Security Sandbox
  793. ;; WARNING: DISABLING IS A SECURITY RISK.
  794. ; Sandboxed = true
  795. ;; The level sandbox to use, adjust at your OWN RISK.
  796. ;; Valid values are:
  797. ;; * FullTrust
  798. ;; * SkipVerification
  799. ;; * Execution
  800. ;; * Nothing
  801. ;; * LocalIntranet
  802. ;; * Internet
  803. ;; * Everything
  804. ; SandboxLevel = "Internet"
  805. ;; Only allow Region Owners to run MRMs
  806. ;; May represent a security risk if you disable this.
  807. ; OwnerOnly = true
  808. [FreeSwitchVoice]
  809. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  810. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  811. ; Enabled = false
  812. ;; You need to load a local service for a standalone, and a remote service
  813. ;; for a grid region. Use one of the lines below, as appropriate
  814. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  815. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  816. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  817. ;; If using a remote connector, specify the server URL
  818. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  819. [Groups]
  820. ;# {Enabled} {} {Enable groups?} {true false} false
  821. ;; Enables the groups module
  822. ; Enabled = false
  823. ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
  824. ;; Minimum user level required to create groups
  825. ; LevelGroupCreate = 0
  826. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
  827. ;; The default module can use a PHP XmlRpc server from the Flotsam project at
  828. ;; http://code.google.com/p/flotsam/
  829. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  830. ; Module = Default
  831. ;; or... use Groups Module V2, which works for standalones and robust grids
  832. ; Module = "Groups Module V2"
  833. ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
  834. ; StorageProvider = OpenSim.Data.MySQL.dll
  835. ;# {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
  836. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
  837. ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
  838. ;; -- for Simian Groups use SimianGroupsServicesConnector
  839. ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
  840. ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
  841. ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
  842. ;; Note that the quotes "" around the words are important!
  843. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  844. ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
  845. ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
  846. ; LocalService = local
  847. ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
  848. ;; Used for V2 in Remote only.
  849. ; SecretKey = ""
  850. ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
  851. ;; URI for the groups services of this grid
  852. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  853. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  854. ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
  855. ;; Leave it commented for standalones, V2
  856. ; GroupsServerURI = ""
  857. ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
  858. ;; Used for V2 in HG only. For example
  859. ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
  860. ;; If you have this set under [Startup], no need to set it here, leave it commented
  861. ; HomeURI = ""
  862. ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
  863. ; MessagingEnabled = true
  864. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
  865. ; MessagingModule = GroupsMessagingModule
  866. ;; or use V2 for Groups V2
  867. ; MessagingModule = "Groups Messaging Module V2"
  868. ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
  869. ;; Enable Group Notices
  870. ; NoticesEnabled = true
  871. ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
  872. ; Experimental option to only message online users rather than all users
  873. ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
  874. ; Applies Flotsam Group only. V2 has this always on, no other option
  875. ; MessageOnlineUsersOnly = false
  876. ;; This makes the Group module very chatty on the console.
  877. ; DebugEnabled = false
  878. ; This makes the Group Messaging module very chatty on the console.
  879. ; DebugMessagingEnabled = false
  880. ;; XmlRpc Security settings. These must match those set on your backend
  881. ;; groups service if the service is using these keys
  882. ; XmlRpcServiceReadKey = 1234
  883. ; XmlRpcServiceWriteKey = 1234
  884. [InterestManagement]
  885. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
  886. ;; This section controls how state updates are prioritized for each client
  887. ;; Valid values are BestAvatarResponsiveness, Time, Distance,
  888. ;; SimpleAngularDistance, FrontBack
  889. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  890. [MediaOnAPrim]
  891. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  892. ;; Enable media on a prim facilities
  893. ; Enabled = true;
  894. [NPC]
  895. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  896. ; Enabled = false
  897. [Terrain]
  898. ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  899. ; InitialTerrain = "pinhead-island"
  900. [UserProfiles]
  901. ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  902. ;; Set the value of the url to your UserProfilesService
  903. ;; If un-set / "" the module is disabled
  904. ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
  905. [XBakes]
  906. ;# {URL} {} {Set URL for Baked texture service} {}
  907. ;; Sets the URL for the baked texture ROBUST service.
  908. ;; Disabled when unset.
  909. ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
  910. ;;
  911. ;; Optional module to highlight God names in the viewer.
  912. ;; Uncomment and costumize appropriately if you want this behavior.
  913. ;;
  914. ;[GodNames]
  915. ; Enabled = false
  916. ; FullNames = "Test User, Foo Bar"
  917. ; Surnames = "Kryztlsk"
  918. [Architecture]
  919. ;# {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
  920. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  921. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  922. ;;
  923. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  924. ;; that the referenced .ini file goes on to include.
  925. ;;
  926. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  927. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  928. ;; editing it to set the database and backend services that OpenSim will use.
  929. ;;
  930. ; Include-Architecture = "config-include/Standalone.ini"
  931. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  932. ; Include-Architecture = "config-include/Grid.ini"
  933. ; Include-Architecture = "config-include/GridHypergrid.ini"
  934. ; Include-Architecture = "config-include/SimianGrid.ini"
  935. ; Include-Architecture = "config-include/HyperSimianGrid.ini"