clockwerk-opensim-config – Blame information for rev 7

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1 eva 1 ; This file contains defaults for various settings in OpenSimulator. These can be overriden
2 ; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
3  
4 [Startup]
5 ; Console prompt
6 ; Certain special characters can be used to customize the prompt
7 ; Currently, these are
8 ; \R - substitute region name
9 ; \\ - substtitue \
10 ConsolePrompt = "Region (\R) "
11  
12 ; Set this to true if you want to log crashes to disk
13 ; this can be useful when submitting bug reports.
14 ; However, this will only log crashes within OpenSimulator that cause the entire program to exit
15 ; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
16 ; You will need to capture these native stack traces by recording the session log itself.
17 save_crashes = false
18  
19 ; Directory to save crashes to if above is enabled
20 ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
21 crash_dir = "crashes"
22  
23 ; Place to create a PID file
24 ; PIDFile = "/tmp/OpenSim.exe.pid"
25  
26 ; Console commands run at startup
27 startup_console_commands_file = "startup_commands.txt"
28  
29 ; Console commands run on shutdown
30 shutdown_console_commands_file = "shutdown_commands.txt"
31  
32 ; Console commands run every 20 minutes
33 ; timer_Script = "filename"
34  
35 ; timer_Script time interval (default 20 min)
36 ; The time is 60 per minute
37 ; timer_Interval = 1200
38  
39 ; ##
40 ; ## SYSTEM
41 ; ##
42  
43 ; Sets the method that OpenSim will use to fire asynchronous
44 ; events. Valid values are UnsafeQueueUserWorkItem,
45 ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
46 ;
47 ; SmartThreadPool is reported to work well on Mono/Linux, but
48 ; UnsafeQueueUserWorkItem has been benchmarked with better
49 ; performance on .NET/Windows
50 ;
51 ; UnsafeQueueUserWorkItem refers to the fact that the code creating the event could elevate its security
52 ; privileges. However, as calling code is trusted anyway this is safe (if you set
53 ; TrustedBinaries = true in the [XEngine] section then you already have to trust that incoming code for other reasons).
54 async_call_method = SmartThreadPool
55  
56 ; Max threads to allocate on the FireAndForget thread pool
57 ; when running with the SmartThreadPool option above
58 MaxPoolThreads = 15
59  
7 vero 60 ; Plugin Registry Location
61 ; Set path to directory for plugin registry. Information about the
62 ; registered repositories and installed plugins will be stored here.
63 ; The OpenSim.exe process must have R/W access to the location.
64 ; RegistryLocation = "."
65  
1 eva 66 ; ##
67 ; ## CLIENTS
68 ; ##
69  
70 ; Set this to the DLL containing the client stack to use.
71 clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
72  
73 ; ##
74 ; ## REGIONS
75 ; ##
76  
77 ; Determine where OpenSimulator looks for the files which tell it which regions to server
78 ; Defaults to "filesystem" if this setting isn't present
79 region_info_source = "filesystem"
80 ; region_info_source = "web"
81  
82 ; Determines where the region XML files are stored if you are loading these from the filesystem.
83 ; Defaults to bin/Regions in your OpenSimulator installation directory
84 ; regionload_regionsdir="C:\somewhere\xmlfiles\"
85  
86 ; Determines the page from which regions xml is retrieved if you are loading these from the web
87 ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
88 ; except that everything is also enclosed in a <Regions> tag.
89 ; regionload_webserver_url = "http://example.com/regions.xml";
90  
91 ;; Allow the simulator to start up if there are no region configuration available
92 ;; from the selected region_info_source.
93 allow_regionless = false
94  
95 ;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
96 see_into_region = true
97  
98 ; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
99 ; Increasing this number will increase memory usage.
100 MaxPrimUndos = 20
101  
7 vero 102 ; Maximum size of non physical prims. Affects resizing of existing prims. This can be overridden in the region config file (as NonPhysicalPrimMax!).
1 eva 103 NonPhysicalPrimMax = 256
104  
7 vero 105 ; Maximum size of physical prims. Affects resizing of existing prims. This can be overridden in the region config file.
106 PhysicalPrimMax = 64
1 eva 107  
108 ; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
7 vero 109 ; This can be overridden in the region config file.
1 eva 110 ClampPrimSize = false
111  
112 ; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
7 vero 113 ; This can be overridden in the region config file.
1 eva 114 LinksetPrims = 0
115  
116 ; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
117 ; This only applies when crossing to a region running in a different simulator.
118 ; For crossings where the regions are on the same simulator the script is always kept running.
119 AllowScriptCrossing = true
120  
121 ; Allow compiled script binary code to cross region boundaries.
122 ; If you set this to "true", any region that can teleport to you can
123 ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
124 ; YOU HAVE BEEN WARNED!!!
125 TrustBinaries = false
126  
127 ; Combine all contiguous regions into one large megaregion
128 ; Order your regions from South to North, West to East in your regions.ini and then set this to true
129 ; Warning! Don't use this with regions that have existing content!, This will likely break them
130 CombineContiguousRegions = false
131  
132 ; Extend the region's draw distance; 255m is the default which includes
133 ; one neighbor on each side of the current region, 767m would go three
134 ; neighbors on each side for a total of 49 regions in view. Warning, unless
135 ; all the regions have the same drawdistance, you will end up with strange
136 ; effects because the agents that get closed may be inconsistent.
137 DefaultDrawDistance = 255.0
138  
139 ; If you have only one region in an instance, or to avoid the many bugs
140 ; that you can trigger in modules by restarting a region, set this to
141 ; true to make the entire instance exit instead of restarting the region.
142 ; This is meant to be used on systems where some external system like
143 ; Monit will restart any instance that exits, thereby making the shutdown
144 ; into a restart.
145 InworldRestartShutsDown = false
146  
147 ; The minimum proportion of a second that any particular frame can take to execute.
148 ; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames
149 ; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require
150 ; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill.
151 MinFrameTime = 0.089
152  
153 ; Send scheduled updates to objects in the scene
154 ; This must be a whole number
155 UpdateObjectsEveryNFrames = 1;
156  
157 ; Send position/velocity, etc. updates to agents in the scene
158 ; This must be a whole number
159 UpdateAgentsEveryNFrames = 1;
160  
161 ; Apply pending forces from physics calculations to an entity.
162 ; This must be a whole number
163 UpdateEntityMovementEveryNFrames = 1;
164  
165 ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
166 ; This must be a whole number
167 UpdateCoarseLocationsEveryNFrames = 50;
168  
169 ; Update physics. Within each update physics also updates in a series of contigous mini-steps
170 ; This must be a whole number
171 UpdatePhysicsEveryNFrames = 1;
172  
173 ; Clean up temp on rez objects.
174 ; This must be a whole number
175 UpdateTempCleaningEveryNFrames = 1000;
176  
177 ; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
178 ; This must be a whole number
179 UpdateEventsEveryNFrames = 1;
180  
181 ; Send terrain updates to viewers
182 ; This must be a whole number
183 UpdateTerrainEveryNFrames = 50;
184  
185 ; Persitently store any objects which meet the PRIM STORAGE criteria
186 ; This must be a whole number
187 UpdateStorageEveryNFrames = 200;
188  
189 ; ##
190 ; ## PRIM STORAGE
191 ; ##
192  
193 ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
194 ; prevent frequently changing objects from heavily loading the region data store.
195 ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
196 ;
197 ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
198 MinimumTimeBeforePersistenceConsidered = 60
199 ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
200 MaximumTimeBeforePersistenceConsidered = 600
201  
202 ; ##
203 ; ## PHYSICS
204 ; ##
205  
206 ; If true then prims can be collided with by avatars, other prims, etc.
207 ; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
208 ; Also, no prims are subject to physics.
209 collidable_prim = true
210  
211 ; If true then prims can be made subject to physics (gravity, pushing, etc.).
212 ; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
213 physical_prim = true
214  
215 ; Select a mesher here.
216 ;
217 ; Meshmerizer properly handles complex prims by using triangle meshes.
218 ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
219 ;
220 ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
221 ; Usually this is only a box
222  
223 meshing = Meshmerizer
224 ;meshing = ZeroMesher
225  
226 ; Path to decoded sculpty maps
227 ; Defaults to "j2kDecodeCache
228 ;DecodedSculptMapPath = "j2kDecodeCache"
229  
230 ; if you use Meshmerizer and want sculpt map collisions, setting this to
231 ; to true will store decoded sculpt maps in a special folder in your bin
232 ; folder, which can reduce startup times by reducing asset requests. Some
233 ; versions of mono dont work well when reading the cache files, so set this
234 ; to false if you have compatibility problems.
235 ;CacheSculptMaps = true
236  
237 ; Choose one of the physics engines below.
238 ; BulletSim is a high performance physics engine. It is the default OpenSimulator physics engine
239 ; OpenDynamicsEngine is another developed physics engine that was the previous default in OpenSimulator 0.7.6 and before
240 physics = BulletSim
241 ;physics = modified_BulletX
242 ;physics = OpenDynamicsEngine
243 ;physics = basicphysics
244 ;physics = POS
245  
246 ; ##
247 ; ## SCRIPT ENGINE
248 ; ##
249  
250 DefaultScriptEngine = "XEngine"
251  
252 ; ##
253 ; ## EMAIL MODULE
254 ; ##
255  
256 ;emailmodule = DefaultEmailModule
257  
258 ; ##
259 ; ## ANIMATIONS
260 ; ##
261  
262 ; If enabled, enableFlySlow will change the primary fly state to
263 ; FLYSLOW, and the "always run" state will be the regular fly.
264 enableflyslow = false
265  
266 ; PreJump is an additional animation state, but it probably
267 ; won't look right until the physics engine supports it
268 ; (i.e delays takeoff for a moment)
269  
270 ; Simulator Stats URI
271 ; Enable JSON simulator data by setting a URI name (case sensitive)
272 ; Returns regular sim stats (SimFPS, ...)
273 ; Stats_URI = "jsonSimStats"
274  
275 ; Simulator StatsManager URI
276 ; Enable fetch of StatsManager registered stats. Fetch is query which can optionally
277 ; specify category, container and stat to fetch. If not selected, returns all of that type.
278 ; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic
279 ; ManagedStatsRemoteFetchURI = "ManagedStats"
280  
281 ; Make OpenSim start all regions woth logins disabled. They will need
282 ; to be enabled from the console if this is set
283 ; StartDisabled = false
284  
285 ; Image decoding. Use CSJ2K for layer boundary decoding if true,
286 ; OpenJPEG if false
287 ; UseCSJ2K = true
288  
289 ; Use "Trash" folder for items deleted from the scene
290 ; When set to True (the default) items deleted from the scene will be
291 ; stored in the user's trash or lost and found folder. When set to
292 ; False items will be removed from the scene permanently
293 UseTrashOnDelete = True
294  
7 vero 295 ; #
296 ; # Logging
297 ; #
1 eva 298  
7 vero 299 ; Force logging when the thread pool approaches an overload condition
300 ; Provides useful data for post-mortem analysis even in a production
301 ; system with reduced logging
302 LogOverloads = True
303  
1 eva 304 [Map]
305 ;WorldMapModule = "WorldMap"
306 ;MapImageModule = "MapImageModule"
307  
308 ; World map blacklist timeout in seconds
309 ;BlacklistTimeout = 600
310  
311 ; Set to false to not generate any maptiles
312 ;GenerateMaptiles = true
313  
314 ; Refresh (in seconds) the map tile periodically
315 ;MaptileRefresh = 0
316  
317 ; If not generating maptiles, use this static texture asset ID
318 ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
319  
320 ; Draw objects on maptile. This step might take a long time if you've got a large number of
321 ; objects, so you can turn it off here if you'd like.
322 DrawPrimOnMapTile = true
323  
324 ; Use terrain texture for maptiles if true, use shaded green if false
325 TextureOnMapTile = true
326  
327 ; Texture prims
328 TexturePrims = true
329  
330 ; Only texture prims that have a diagonal size greater than this number
331 TexturePrimSize = 48
332  
333 ; Attempt to render meshes and sculpties on the map
334 RenderMeshes = false;
335  
336 [Permissions]
337 ; ##
338 ; ## PERMISSIONS
339 ; ##
340  
341 ;permissionmodules = "DefaultPermissionsModule"
342  
343 ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
344 ; any item, etc. This may not yet be implemented uniformally.
345 ; If set to true, then all permissions checks are carried out
346 ; Default is true
347 serverside_object_permissions = true
348  
349 allow_grid_gods = false
350  
351 ; This allows somne control over permissions
352 ; please note that this still doesn't duplicate SL, and is not intended to
353 ;region_owner_is_god = true
354 ;region_manager_is_god = false
355 ;parcel_owner_is_god = true
356  
357 ; Control user types that are allowed to create new scripts
358 ; Only enforced if serviceside_object_permissions is true
359 ;
360 ; Current possible values are
361 ; all - anyone can create scripts (subject to normal permissions)
362 ; gods - only administrators can create scripts (as long as allow_grid_gods is true)
363 ; Default value is all
364 ; allowed_script_creators = all
365  
366 ; Control user types that are allowed to edit (save) scripts
367 ; Only enforced if serviceside_object_permissions is true
368 ;
369 ; Current possible values are
370 ; all - anyone can edit scripts (subject to normal permissions)
371 ; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
372 ; Default value is all
373 ; allowed_script_editors = all
374  
375 ; Provides a simple control for land owners to give build rights to specific avatars
376 ; in publicly accessible parcels that disallow object creation in general.
377 ; Owners specific avatars by adding them to the Access List of the parcel
378 ; without having to use the Groups feature
379 ; Disabled by default
380 ; simple_build_permissions = False
381  
382 ; Minimum user level required to upload assets
383 ;LevelUpload = 0
384  
385  
386 [RegionReady]
387 ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
388 enabled = true
389  
390 ; Channel on which to signal region readiness through a message
391 ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
392 ; - the first field indicating whether this is an initial server startup
393 ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
394 ; - the third field is a number indicating how many scripts failed to compile
395 ; - "oar error" if supplied, provides the error message from the OAR load
396 channel_notify = -800
397  
398 ; - disallow logins while scripts are loading
399 ; Instability can occur on regions with 100+ scripts if users enter before they have finished loading
400 login_disable = true
401  
402 ; - send an alert as json to a service
403 ; alert_uri = "http://myappserver.net/my_handler/"
404  
405  
406 [EstateManagement]
407 ; If false, then block any region restart requests from the client even if they are otherwise valid.
408 ; Default is true
409 AllowRegionRestartFromClient = true
410  
411  
412 [UserProfiles]
413 ;# {ProfileURL} {} {Set url to UserProfilesService} {}
414 ;; Set the value of the url to your UserProfilesService
415 ;; If un-set / "" the module is disabled
416 ;; If the ProfileURL is not set, then very BASIC
417 ;; profile support will be configured. If the ProfileURL is set to a
418 ;; valid URL, then full profile support will be configured. The URL
419 ;; points to your grid's Robust user profiles service
420 ;;
421 ; ProfileURL = http://127.0.0.1:9000
422  
423  
424 [SMTP]
425 enabled = false
426  
427 ;enabled = true
428 ;internal_object_host = lsl.opensim.local
429 ;host_domain_header_from = 127.0.0.1
430 ;SMTP_SERVER_HOSTNAME = 127.0.0.1
431 ;SMTP_SERVER_PORT = 25
432 ;SMTP_SERVER_LOGIN = foo
433 ;SMTP_SERVER_PASSWORD = bar
434  
435  
436 [Network]
437 ConsoleUser = "Test"
438 ConsolePass = "secret"
439 http_listener_port = 9000
440 console_port = 0
441  
442 ; ssl config: Experimental! The auto https config only really works definately on windows XP now
443 ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
444 ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
445 http_listener_ssl = false ; Also create a SSL server
446 http_listener_cn = "localhost" ; Use the cert with the common name
447 http_listener_sslport = 9001 ; Use this port for SSL connections
448 http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
449  
450 ; HTTPS for "Out of band" management applications such as the remote
451 ; admin module
452 ;
453 ; Create https_listener = "True" will create a listener on the port
454 ; specified. Provide the path to your server certificate along with it's
455 ; password
456 ; https_listener = False
457 ; Set our listener to this port
458 ; https_port = 0
459 ; Path to X509 certificate
460 ; cert_path = "path/to/cert.p12"
461 ; Password for cert
462 ; cert_pass = "password"
463  
464 ; Hostname to use in llRequestURL/llRequestSecureURL
465 ; if not defined - default machine name is being used
466 ; (on Windows this mean NETBIOS name - useably only inside local network)
467 ; ExternalHostNameForLSL=127.0.0.1
468  
469 ; What is reported as the "X-Secondlife-Shard"
470 ; Defaults to the user server url if not set
471 ; The old default is "OpenSim", set here for compatibility
472 shard = "OpenSim"
473  
474 ; What is reported as the "User-Agent" when using llHTTPRequest
475 ; Defaults to not sent if not set here. See the notes section in the wiki at
476 ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
477 ; " (Mozilla Compatible)" to the text where there are problems with a web server
478 ;user_agent = "OpenSim LSL (Mozilla Compatible)"
479  
480 ; OpenSim can send multiple simultaneous requests for services such as asset
481 ; retrieval. However, some versions of mono appear to hang when there are too
482 ; many simultaneous requests, default is 30 and is currently applied only to assets
483 ;MaxRequestConcurrency = 30
484  
485  
486 [ClientStack.LindenUDP]
487 ; Set this to true to process incoming packets asynchronously. Networking is
488 ; already separated from packet handling with a queue, so this will only
489 ; affect whether networking internals such as packet decoding and
490 ; acknowledgement accounting are done synchronously or asynchronously
491 ; Default is true.
492 ;
493 ;async_packet_handling = true
494  
495 ; The client socket receive buffer size determines how many
496 ; incoming requests we can process; the default on .NET is 8192
497 ; which is about 2 4k-sized UDP datagrams. On mono this is
498 ; whatever the underlying operating system has as default; for
499 ; example, ubuntu 8.04 or SLES11 have about 111k, which is about
500 ; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
501 ; do "sysctl net.core.rmem_default" to find out what your system
502 ; uses a default socket receive buffer size.
503 ;
504 ; client_socket_rcvbuf_size allows you to specify the receive
505 ; buffer size LLUDPServer should use. NOTE: this will be limited
506 ; by the system's settings for the maximum client receive buffer
507 ; size (on linux systems you can set that with "sysctl -w
508 ; net.core.rmem_max=X")
509 ;
510 ;client_socket_rcvbuf_size = 8388608
511  
512 ; Maximum outbound bytes per second for a single scene. This can be used to
513 ; throttle total outbound UDP traffic for a simulator. The default value is
514 ; 0, meaning no throttling at the scene level. The example given here is
515 ; 20 megabits
516 ;
517 ;scene_throttle_max_bps = 2621440
518  
519 ; Maximum bits per second to send to any single client. This will override
520 ; the user's viewer preference settings. The default value is 0, meaning no
521 ; aggregate throttling on clients (only per-category throttling). The
522 ; example given here is 1.5 megabits
523 ;
524 ;client_throttle_max_bps = 196608
525  
526 ; Adaptive throttling attempts to limit network overload when multiple
527 ; clients login by starting each connection more slowly. Disabled by
528 ; default
529 ;
530 enable_adaptive_throttles = true
531  
532 ; Per-client bytes per second rates for the various throttle categories.
7 vero 533 ; These are default values that will be overridden by clients. These
1 eva 534 ; defaults are approximately equivalent to the throttles set by the Imprudence
535 ; viewer when maximum bandwidth is set to 350kbps
536  
537 ;resend_default = 6625
538 ;land_default = 9125
539 ;wind_default = 1750
540 ;cloud_default = 1750
541 ;task_default = 18500
542 ;texture_default = 18500
543 ;asset_default = 10500
544  
545 ; Configures how ObjectUpdates are aggregated. These numbers
546 ; do not literally mean how many updates will be put in each
547 ; packet that goes over the wire, as packets are
548 ; automatically split on a 1400 byte boundary. These control
549 ; the balance between responsiveness of interest list updates
550 ; and total throughput. Higher numbers will ensure more full-
551 ; sized packets and faster sending of data, but more delay in
552 ; updating interest lists
553 ;
554 ;PrimUpdatesPerCallback = 100
555  
556 ; TextureSendLimit determines how many packets will be put on
557 ; the outgoing queue each cycle. Like the settings above, this
558 ; is a balance between responsiveness to priority updates and
559 ; total throughput. Higher numbers will give a better
560 ; throughput at the cost of reduced responsiveness to client
561 ; priority changes or transfer aborts
562 ;
563 ;TextureSendLimit = 20
564  
565 ; CannibalizeTextureRate allows bandwidth to be moved from the
566 ; UDP texture throttle to the task throttle. Since most viewers
567 ; use HTTP textures, this provides a means of using what is largely
568 ; unused bandwidth in the total throttle. The value is the proportion
569 ; of the texture rate to move to the task queue. It must be between
570 ; 0.0 (none of the bandwidth is cannibalized) and 0.9 (90% of the
571 ; bandwidth is grabbed)
572 ;
573 ; CannibalizeTextureRate = 0.5
574  
575 ; Quash and remove any light properties from attachments not on the
576 ; hands. This allows flashlights and lanterns to function, but kills
577 ; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
578 ; will also be affected.
579 ;
580 ;DisableFacelights = false
581  
582 ; The time to wait before disconecting an unresponsive client.
583 ; The time is in seconds. The default is one minute
584 ;
585 ;AckTimeout = 60
586  
587 ; The time to wait before disconecting an unresponsive paused client.
588 ; A client can be paused when the file selection dialog is open during file upload.
589 ; This gives extra time to find files via the dialog but will still disconnect if
590 ; the client crashes or loses its network connection
591 ; The time is in seconds. The default is five minutes.
592 ;
593 ;PausedAckTimeout = 300
594  
595  
596 [ClientStack.LindenCaps]
597 ;; Long list of capabilities taken from
598 ;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities
599 ;; Not all are supported by OpenSim. The ones supported are
600 ;; set to localhost. These defaults can be overwritten
601 ;; in OpenSim.ini
602 ;;
603 Cap_AttachmentResources = ""
604 Cap_ChatSessionRequest = ""
605 Cap_CopyInventoryFromNotecard = "localhost"
606 Cap_DispatchRegionInfo = ""
607 Cap_EstateChangeInfo = ""
608 Cap_EnvironmentSettings = "localhost"
609 Cap_EventQueueGet = "localhost"
610 Cap_FetchInventory = ""
611 Cap_ObjectMedia = "localhost"
612 Cap_ObjectMediaNavigate = "localhost"
613 Cap_FetchLib = ""
614 Cap_FetchLibDescendents = ""
615 Cap_GetDisplayNames = ""
616 Cap_GetTexture = "localhost"
617 Cap_GetMesh = "localhost"
618 Cap_GetObjectCost = ""
619 Cap_GetObjectPhysicsData = ""
620 Cap_GroupProposalBallot = ""
621 Cap_HomeLocation = ""
622 Cap_LandResources = ""
623 Cap_MapLayer = "localhost"
624 Cap_MapLayerGod = "localhost"
625 Cap_NewFileAgentInventory = "localhost"
626 Cap_NewFileAgentInventoryVariablePrice = "localhost"
627 Cap_ObjectAdd = "localhost"
628 Cap_ParcelPropertiesUpdate = "localhost"
629 Cap_ParcelMediaURLFilterList = ""
630 Cap_ParcelNavigateMedia = ""
631 Cap_ParcelVoiceInfoRequest = ""
632 Cap_ProductInfoRequest = ""
633 Cap_ProvisionVoiceAccountRequest = ""
634 Cap_RemoteParcelRequest = "localhost"
635 Cap_RequestTextureDownload = ""
636 Cap_SearchStatRequest = ""
637 Cap_SearchStatTracking = ""
638 Cap_SendPostcard = ""
639 Cap_SendUserReport = ""
640 Cap_SendUserReportWithScreenshot = ""
641 Cap_ServerReleaseNotes = ""
642 Cap_SimConsole = ""
643 Cap_SimulatorFeatures = ""
644 Cap_SetDisplayName = ""
645 Cap_StartGroupProposal = ""
646 Cap_TextureStats = ""
647 Cap_UntrustedSimulatorMessage = ""
648 Cap_UpdateAgentInformation = ""
649 Cap_UpdateAgentLanguage = ""
650 Cap_UpdateGestureAgentInventory = ""
651 Cap_UpdateNotecardAgentInventory = "localhost"
652 Cap_UpdateScriptAgent = "localhost"
653 Cap_UpdateGestureTaskInventory = ""
654 Cap_UpdateNotecardTaskInventory = "localhost"
655 Cap_UpdateScriptTask = "localhost"
656 Cap_UploadBakedTexture = "localhost"
657 Cap_UploadObjectAsset = "localhost"
658 Cap_ViewerStartAuction = ""
659 Cap_ViewerStats = ""
660  
661 ; Capabilities for fetching inventory over HTTP rather than UDP
662 ; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above)
663 ; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled
664 Cap_WebFetchInventoryDescendents = ""
665 Cap_FetchInventoryDescendents2 = "localhost"
666 Cap_FetchInventory2 = "localhost"
667  
668 ; Capability for searching for people
669 Cap_AvatarPickerSearch = "localhost"
670  
671  
672 [Chat]
673 ; Controls whether the chat module is enabled. Default is true.
674 enabled = true;
675  
676 ; Distance in meters that whispers should travel. Default is 10m
677 whisper_distance = 10
678  
679 ; Distance in meters that ordinary chat should travel. Default is 20m
680 say_distance = 20
681  
682 ; Distance in meters that shouts should travel. Default is 100m
683 shout_distance = 100
684  
685  
686 [EntityTransfer]
687 ; The maximum protocol version that we will use for outgoing transfers
688 ; Valid values are
689 ; "SIMULATION/0.2"
690 ; - this is the default. A source simulator which only implements "SIMULATION/0.1" can still teleport with that protocol
691 ; - this protocol is more efficient than "SIMULATION/0.1"
692 ; "SIMULATION/0.1"
693 ; - this is an older teleport protocol used in OpenSimulator 0.7.5 and before.
694 MaxOutgoingTransferVersion = "SIMULATION/0.2"
695  
696 ; The maximum distance in regions that an agent is allowed to teleport
697 ; along the x or y axis. This is set to 16383 because current viewers
698 ; can't handle teleports that are greater than this distance
699 ; Setting to 0 will allow teleports of any distance
700 ;
701 max_distance = 16383
702  
703 ; Minimum user level required for HyperGrid teleports
704 LevelHGTeleport = 0
705  
706 ; Determine whether the cancel button is shown at all during teleports.
707 ; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
708 ; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
709 DisableInterRegionTeleportCancellation = false
710  
711  
712 [Messaging]
713 ; Control which region module is used for instant messaging.
714 ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
715 InstantMessageModule = InstantMessageModule
716 ; MessageTransferModule = MessageTransferModule
717 ; OfflineMessageModule = OfflineMessageModule
718 ; OfflineMessageURL = http://yourserver/Offline.php
719 ; MuteListModule = MuteListModule
720 ; MuteListURL = http://yourserver/Mute.php
721  
722 ; Control whether group messages are forwarded to offline users. Default is true.
723 ; ForwardOfflineGroupMessages = true
724  
725  
726 [Inventory]
727 ; Control whether multiple objects sent to inventory should be coaleseced into a single item
728 ; There are still some issues with coalescence, including the fact that rotation is not restored
729 ; and some assets may be missing from archive files.
730 CoalesceMultipleObjectsToInventory = true
731  
732  
733 [Appearance]
734 ; Persist avatar baked textures
735 ; Persisting baked textures can speed up login and region border
736 ; crossings especially with large numbers of users, though it
737 ; will store potentially large numbers of textures in your asset
738 ; database
739 PersistBakedTextures = false
740  
741 ; Control the delay before appearance is sent to other avatars and
742 ; saved in the avatar service. Attempts to limit the impact caused
743 ; by the very chatty dialog that sets appearance when an avatar
744 ; logs in or teleports into a region; values are in seconds
745 DelayBeforeAppearanceSave = 5
746 DelayBeforeAppearanceSend = 2
747  
748 ; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
749 ; This may help with some situations where avatars are persistently grey, though it will not help
750 ; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
751 ResendAppearanceUpdates = true
752  
753 ; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar
754 ; on every login
755 ReuseTextures = false
756  
757  
758 [Attachments]
759 ; Controls whether avatar attachments are enabled.
760 ; Defaults to true - only set to false for debugging purposes
761 Enabled = true
762  
763 ; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments
764 ; Experimental setting to control CPU spiking when avatars with many attachments login/change outfit
765 ; or when multiple avatars with medium level attachments login/change outfit simultaneously.
766 ; If 0 then no throttling is performed.
767 ThrottlePer100PrimsRezzed = 0;
768  
769  
770 [Mesh]
771 ; enable / disable Collada mesh support
772 ; default is true
773 AllowMeshUpload = true
774  
775 ; if you use Meshmerizer and want collisions for meshies, setting this to true
776 ; will cause OpenSim to attempt to decode meshies assets, extract the physics
777 ; mesh, and use it for collisions.
778 UseMeshiesPhysicsMesh = true
779  
780 ; Minimum user level required to upload meshes
781 ;LevelUpload = 0
782  
783  
784 [Textures]
785 ; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible
786 ; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components
787 ; (e.g. images pulled from an external HTTP address).
788 ; 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.
789 ; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted.
790 ; Hence, currently considered experimental.
791 ; Default is false.
792 ReuseDynamicTextures = false
793  
794 ; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused
795 ; 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.
796 ; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem.
797 ; This setting only has an affect is ReuseDynamicTextures = true
798 ; Default is false
799 ReuseDynamicLowDataTextures = false
800  
801  
802 [ODEPhysicsSettings]
803 ; ##
804 ; ## Physics stats settings
805 ;
806  
807 ; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule
808 ; (see http://opensimulator.org/wiki/Monitoring_Module for more details).
809 collect_stats = false
810  
811 ; ##
812 ; ## Physics logging settings - logfiles are saved to *.DIF files
813 ; ##
814  
815 ; default is false
816 ;physics_logging = true
817 ;; every n simulation iterations, the physics snapshot file is updated
818 ;physics_logging_interval = 50
819 ;; append to existing physics logfile, or overwrite existing logfiles?
820 ;physics_logging_append_existing_logfile = true
821  
822 ;##
823 ;## World Settings
824 ;##
825  
826 ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
827 world_gravityx = 0
828 world_gravityy = 0
829 world_gravityz = -9.8
830  
831 ; Terminal velocity of a falling avatar
832 ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
833 ; Max value is 255, min value is 0
834 avatar_terminal_velocity = 54
835  
836 ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
837 ; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
838 world_stepsize = 0.0178
839 world_internal_steps_without_collisions = 10
840  
841 ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
842 world_hashspace_size_low = -4
843 world_hashSpace_size_high = 128
844  
845 ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
846 meters_in_small_space = 29.9
847 small_hashspace_size_low = -4
848 small_hashspace_size_high = 66
849  
850 ; ##
851 ; ## Contact properties. (the stuff that happens when things come in contact with each other)
852 ; ##
853  
854 ; surface layer around geometries other geometries can sink into before generating a contact
855 world_contact_surface_layer = 0.001
856  
857 ; Filtering collisions helps keep things stable physics wise, but sometimes
858 ; it can be overzealous. If you notice bouncing, chances are it's that.
859 filter_collisions = false
860  
861 ; Non Moving Terrain Contact (avatar isn't moving)
862 nm_terraincontact_friction = 255.0
863 nm_terraincontact_bounce = 0.1
864 nm_terraincontact_erp = 0.1025
865  
866 ; Moving Terrain Contact (avatar is moving)
867 m_terraincontact_friction = 75.0
868 m_terraincontact_bounce = 0.05
869 m_terrainContact_erp = 0.05025
870  
871 ; Moving Avatar to object Contact
872 m_avatarobjectcontact_friction = 75.0
873 m_avatarobjectcontact_bounce = 0.1
874  
875 ; Object to Object Contact and Non-Moving Avatar to object
876 objectcontact_friction = 250.0
877 objectcontact_bounce = 0.2
878  
879 ; ##
880 ; ## Avatar Control
881 ; ##
882  
883 ; PID Controller Settings. These affect the math that causes the avatar to reach the
884 ; desired velocity
885 ; See http://en.wikipedia.org/wiki/PID_controller
886  
887 av_pid_derivative_linux = 2200.0
888 av_pid_proportional_linux = 900.0;
889  
890 av_pid_derivative_win = 2200.0
891 av_pid_proportional_win = 900.0;
892  
893 ;girth of the avatar. Adds radius to the height also
894 av_capsule_radius = 0.37
895  
896 ; Max force permissible to use to keep the avatar standing up straight
897 av_capsule_standup_tensor_win = 550000
898 av_capsule_standup_tensor_linux = 550000
899  
900 ; specifies if the capsule should be tilted (=true; old compatibility mode)
901 ; or straight up-and-down (=false; better and more consistent physics behavior)
902 av_capsule_tilted = false
903  
904 ; used to calculate mass of avatar.
905 ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
906 ; av_density * AVvolume;
907 av_density = 80
908  
909 ; use this value to cut 52% of the height the sim gives us
910 ; Currently unused
911 ; av_height_fudge_factor = 0.52
912  
913 ; Movement. Smaller is faster.
914  
915 ; speed of movement with Always Run off
916 av_movement_divisor_walk = 1.3
917  
918 ; speed of movement with Always Run on
919 av_movement_divisor_run = 0.8
920  
921 ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
922 minimum_ground_flight_offset = 3.0
923  
924 ; Plant avatar. This reduces the effect of physical contacts with the avatar.
925 ; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive.
926 ; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active
927 ; will lock the avatar in place
928 av_planted = false
929  
930 ; 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
931 av_av_collisions_off = false
932  
933 ; ##
934 ; ## Object options
935 ; ##
936  
937 ; used in the mass calculation.
938 geometry_default_density = 10.000006836
939  
940 ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
941 body_frames_auto_disable = 20
942  
943 ; used to control llMove2Target
944 body_pid_derivative = 35
945 body_pid_gain = 25
946  
947 ; maximum number of contact points to generate per collision
948 contacts_per_collision = 80
949  
950 ; amount of time a geom/body will try to cross a region border before it gets disabled
951 geom_crossing_failures_before_outofbounds = 5
952  
953 ; start throttling the object updates if object comes in contact with 3 or more other objects
954 geom_contactpoints_start_throttling = 3
955  
956 ; send 1 update for every x updates below when throttled
957 geom_updates_before_throttled_update = 15
958  
959 ; Used for llSetStatus. How rigid the object rotation is held on the axis specified
960 body_motor_joint_maxforce_tensor_linux = 5
961 body_motor_joint_maxforce_tensor_win = 5
962  
963 ; Maximum mass an object can be before it is clamped
964 maximum_mass_object = 10000.01
965  
966 ; ##
967 ; ## Sculpted Prim settings
968 ; ##
969  
970 ; Do we want to mesh sculpted prim to collide like they look?
971 mesh_sculpted_prim = true
972  
973 ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
974 mesh_lod = 32
975  
976 ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
977 mesh_physical_lod = 16
978  
979 ; ##
980 ; ## Joint support
981 ; ##
982  
983 ; If you would like physics joints to be enabled through a special naming
984 ; convention in the client, set this to true.
985 ; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
986 ; Default is false
987 ;use_NINJA_physics_joints = true
988  
989 ; ##
990 ; ## additional meshing options
991 ; ##
992  
993 ; Physical collision mesh proxies are normally created for complex prim shapes,
994 ; and collisions for simple boxes and spheres are computed algorithmically.
995 ; If you would rather have mesh proxies for simple prims, you can set this to
996 ; true. Note that this will increase memory usage and region startup time.
997 ; Default is false.
998 ;force_simple_prim_meshing = true
999  
1000  
1001 [BulletSim]
1002 ; All the BulletSim parameters can be displayed with the console command
1003 ; "physics get all" and all are defined in the source file
1004 ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
1005  
1006 ; There are two bullet physics libraries, bulletunmanaged is the default and is a
1007 ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality
1008 ; but the c++ one is much faster.
1009 BulletEngine = "bulletunmanaged"
1010 ; BulletEngine = "bulletxna"
1011  
1012 ; BulletSim can run on its own thread independent of the simulator's heartbeat
1013 ; thread. Enabling this will nto let the physics engine slow down avatar movement, etc.
1014 UseSeparatePhysicsThread = false
1015  
1016 ; Terrain implementation can use either Bullet's heightField or BulletSim can build
1017 ; a mesh. 0=heightField, 1=mesh
1018 TerrainImplementation = 0
1019 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
1020 ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
1021 ; magnifications use lots of memory.
1022 TerrainMeshMagnification = 2
1023  
1024 ; Avatar physics height adjustments.
1025 ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
7 vero 1026 AvatarHeightLowFudge = 0 ; Adjustment at low end of height range
1027 AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range
1028 AvatarHeightHighFudge = 0 ; Adjustment at high end of height range
1 eva 1029  
1030 ; Default linkset implmentation
1031 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
1032 ; builds a compound shape from the children shapes to create a single physical
1033 ; shape. 'Compound' uses a lot less CPU time.
1034 LinkImplementation = 1 ; 0=constraint, 1=compound
1035  
1036 ; If 'true', offset a linkset's origin based on mass of linkset parts.
1037 LinksetOffsetCenterOfMass = false
1038  
1039 ; If 'true', turn scuplties into meshes
1040 MeshSculptedPrim = true
1041  
1042 ; If 'true', force simple prims (box and sphere) to be meshed
1043 ; If 'false', the Bullet native special case shape is used for square rectangles
1044 ; and even dimensioned spheres.
1045 ForceSimplePrimMeshing = false
1046  
1047 ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
1048 ; Happens often in sculpties. If turned off, there will be some doorways
1049 ; that cannot be walked through.
1050 ShouldRemoveZeroWidthTriangles = true
1051  
1052 ; If 'true', use convex hull definition in mesh asset if present.
1053 ShouldUseAssetHulls = true
1054  
1055 ; If there are thousands of physical objects, these maximums should be increased.
1056 MaxCollisionsPerFrame = 2048
1057 MaxUpdatesPerFrame = 8192
1058  
1059 ; Detailed physics debug logging. Very verbose.
1060 PhysicsLoggingEnabled = False
1061 PhysicsLoggingDir = "."
1062 VehicleLoggingEnabled = False
1063  
1064  
1065 [RemoteAdmin]
1066 enabled = false
1067  
1068 ; Set this to a nonzero value to have remote admin use a different port
1069 port = 0
1070  
1071 ; Set this to the ip address that you want the admin server to bind to
1072 bind_ip_address = "0.0.0.0"
1073  
1074 ; This password is required to make any XMLRPC call (should be set as the "password" parameter)
1075 access_password = unknown
1076  
1077 ; List the IP addresses allowed to call RemoteAdmin
1078 ; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
1079 ; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
1080 ; access_ip_addresses =
1081  
1082 ; set this variable to true if you want the create_region XmlRpc
1083 ; call to unconditionally enable voice on all parcels for a newly
1084 ; created region [default: false]
1085 create_region_enable_voice = false
1086  
1087 ; set this variable to false if you want the create_region XmlRpc
1088 ; call to create all regions as private per default (can be
1089 ; overridden in the XmlRpc call) [default: true]
1090 create_region_public = false
1091  
1092 ; the create_region XmlRpc call uses region_file_template to generate
1093 ; the file name of newly create regions (if they are created
1094 ; persistent). the parameter available are:
1095 ; {0} - X location
1096 ; {1} - Y location
1097 ; {2} - region UUID
1098 ; {3} - region port
1099 ; {4} - region name with " ", ":", "/" mapped to "_"
1100 region_file_template = "{0}x{1}-{2}.ini"
1101  
1102 ; we can limit the number of regions that XmlRpcCreateRegion will
1103 ; allow by setting this to a positive, non-0 number: as long as the
1104 ; number of regions is below region_limits, XmlRpcCreateRegion will
1105 ; succeed. setting region_limit to 0 disables the check.
1106 ; default is 0
1107 ;region_limit = 0
1108  
1109 ; enable only those methods you deem to be appropriate using a | delimited whitelist
1110 ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
1111 ; if this parameter is not specified but enabled = true, all methods will be available
1112 enabled_methods = all
1113  
1114 ; specify the default appearance for an avatar created through the remote admin interface
1115 ; This will only take effect is the file specified by the default_appearance setting below exists
1116 ;default_male = Default Male
1117 ;default_female = Default Female
1118  
1119 ; update appearance copies inventory items and wearables of default avatars. if this value is false
1120 ; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
1121 ; subfolders are copied. the receiver will wear the same items the default avatar did wear.
1122 ;copy_folders = false
1123  
1124 ; path to default appearance XML file that specifies the look of the default avatars
1125 ;default_appearance = default_appearance.xml
1126  
1127  
1128 ; RestPlugins are not currently operational.
1129 ;[RestPlugins]
1130 ; ; Change this to true to enable REST Plugins. This must be true if you wish to use
1131 ; ; REST Region or REST Asset and Inventory Plugins
1132 ; enabled = false
1133 ; god_key = SECRET
1134 ; prefix = /admin
1135  
1136  
1137 ;[RestRegionPlugin]
1138 ; ; Change this to true to enable the REST Region Plugin
1139 ; enabled = false
1140  
1141  
1142 ;[RestHandler]
1143 ; ; Change this to true to enable the REST Asset and Inventory Plugin
1144 ; enabled = false
1145 ; authenticate = true
1146 ; secured = true
1147 ; extended-escape = true
1148 ; realm = OpenSim REST
1149 ; dump-asset = false
1150 ; path-fill = true
1151 ; dump-line-size = 32
1152 ; flush-on-error = true
1153  
1154  
1155 ; IRC bridge is experimental, so if it breaks... keep both parts... yada yada
1156 ; also, not good error detection when it fails
1157 [IRC]
1158 enabled = false; you need to set this to true otherwise it won't connect
1159 ;server = name.of.irc.server.on.the.net
1160 ;; user password - only use this if the server requires one
1161 ;password = mypass
1162 ;nick = OpenSimBotNameProbablyMakeThisShorter
1163 ;channel = #the_irc_channel_you_want_to_connect_to
1164 ;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
1165 ;port = 6667
1166 ;; channel to listen for configuration commands
1167 ;commands_enabled = false
1168 ;command_channel = 2777
1169 ;report_clients = true
1170 ;; relay private chat connections
1171 ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
1172 ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
1173 ;; relay_private_channel_in -- channel to receive message from the IRC bridge
1174 ;; relay_chat = false: IRC bridge will not relay normal chat
1175 ;; access_password -- simple security device
1176 ;;
1177 ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
1178 ;;
1179 ;; relay_private_channels = false
1180 ;; relay_chat = true
1181 ;;
1182 ;; to relay chat only to/from private in-world channels:
1183 ;;
1184 ;; relay_chat = false
1185 ;; relay_private_channels = true
1186 ;; relay_private_channel_in = 2226
1187 ;; relay_private_channel_out = 2225
1188 ;;
1189 ;; in this example, all chat coming in from IRC will be send out via
1190 ;; in-world channel 2226, and all chat from in-world channel 2225 will
1191 ;; be relayed to the IRC channel.
1192 ;;
1193 ;relay_private_channels = false
1194 ;relay_private_channel_in = 2226
1195 ;relay_private_channel_out = 2225
1196 ;relay_chat = true
1197 ;access_password = foobar
1198  
1199 ;;fallback_region = name of "default" region
1200 ;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
1201 ;; must start with "PRIVMSG {0} : " or irc server will get upset
1202 ;;for <bot>:<user in region> :<message>
1203 ;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
1204 ;;for <bot>:<message> - <user of region> :
1205 ;msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
1206 ;;for <bot>:<message> - from <user> :
1207 ;;msgformat = "PRIVMSG {0} : {3} - from {1}"
1208  
1209 ;; exclude_list allows you to stop the IRC connector from announcing the
1210 ;;arrival and departure of certain users. For example: admins, bots.
1211  
1212 ;exclude_list=User 1,User 2,User 3
1213  
1214 ;;Shows modal alertbox for entering agent on IRC enabled regions
1215 ;;
1216 ;; Enable Alert, default = false
1217 ;alert_show = false
1218 ;;
1219 ;; Show IRC serverinfo, default = true
1220 ;alert_show_serverinfo = true
1221 ;;
1222 ;alert_msg_pre = "This region is linked to Irc."
1223 ;alert_msg_post = "Everything you say in public chat can be listened."
1224  
1225  
1226 ; The following settings control the progression of daytime
1227 ; in the Sim. The defaults are the same as the commented out settings
1228 [Sun]
1229 ; number of wall clock hours for an opensim day. 24.0 would mean realtime
1230 ;day_length = 4
1231 ; Year length in days
1232 ;year_length = 60
1233 ; Day to Night Ratio
1234 ;day_night_offset = 0.45
1235 ; send a Sun update every update_interval # of frames. A lower number will
1236 ; make for smoother sun transition at the cost of network
1237 ;update_interval = 100
1238  
1239  
1240 [Wind]
1241 ; Enables the wind module. Default is true
1242 enabled = true
1243  
1244 ; How often should wind be updated, as a function of world frames. Approximately 50 frames a second
1245 wind_update_rate = 150
1246  
1247 ; The Default Wind Plugin to load
1248 wind_plugin = SimpleRandomWind
1249  
1250 ; These settings are specific to the ConfigurableWind plugin
1251 ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
1252 ; avg_strength = 5.0
1253 ; avg_direction = 0.0
1254 ; var_strength = 0.0
1255 ; var_direction = 0.0
1256 ; rate_change = 1.0
1257  
1258 ; This setting is specific to the SimpleRandomWind plugin
1259 ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
1260 strength = 1.0
1261  
1262  
1263 [Cloud]
1264 ; Enable this to generate classic particle clouds above the sim.
1265 ; default is disabled - turn it on here
1266 enabled = false
1267  
1268 ; Density of cloud cover 0.0 to 1.0 Defult 0.5
1269 density = 0.5
1270  
1271 ; update interval for the cloud cover data returned by llCloud().
1272 ; default is 1000
1273 cloud_update_rate = 1000
1274  
1275  
1276 [LightShare]
1277 ; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
1278 ; It has no ill effect on viewers which do not support server-side windlight settings.
1279 enable_windlight = false
1280  
1281  
1282 [Trees]
1283 ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
1284 ; default is false
1285 active_trees = false
1286  
1287 ; Density of tree population
1288 tree_density = 1000.0
1289  
1290  
1291 [VectorRender]
1292 ; the font to use for rendering text (default: Arial)
1293 ; font_name = "Arial"
1294  
1295  
1296 [LL-Functions]
1297 ; Set the following to true to allow administrator owned scripts to execute console commands
1298 ; currently unused
1299 ; AllowosConsoleCommand=false
1300  
1301 ; Are god functions such as llSetObjectPermMask() allowed? If true then gods and only gods have access to these functions.
1302 ; If false then gods cannot execute these functions either.
1303 AllowGodFunctions = false
1304  
1305 ; Maximum number of llListen events we allow over the entire region.
1306 ; Set this to 0 to have no limit imposed
1307 max_listens_per_region = 1000
1308  
1309 ; Maximum number of llListen events we allow per script
1310 ; Set this to 0 to have no limit imposed.
1311 max_listens_per_script = 64
1312  
1313 ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
1314 max_external_urls_per_simulator = 100
1315  
1316  
1317 [DataSnapshot]
1318 ; The following set of configs pertains to search.
1319 ; Set index_sims to true to enable search engines to index your searchable data
1320 ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
1321 ; default is false
1322 index_sims = false
1323  
1324 ; The variable data_exposure controls what the regions expose:
1325 ; minimum: exposes only things explicitly marked for search
1326 ; all: exposes everything
1327 data_exposure = minimum
1328  
1329 ; If search is on, change this to your grid name; will be ignored for standalones
1330 gridname = "OSGrid"
1331  
1332 ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
1333 ; Later, you may want to increase this to 3600 (1 hour) or more
1334 default_snapshot_period = 1200
1335  
1336 ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
1337 snapshot_cache_directory = "DataSnapshot"
1338  
1339 ; This semicolon-separated string serves to notify specific data services about the existence
1340 ; of this sim. Uncomment if you want to index your data with this and/or other search providers.
1341 ;data_services="http://metaverseink.com/cgi-bin/register.py"
1342  
1343  
1344 [Economy]
1345 ; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
1346 ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
1347 ; There is no intention to implement anything further in core OpenSimulator.
1348 ; This functionality has to be provided by third party modules.
1349  
1350 ;; Enables selling things for $0. Default is true.
1351 SellEnabled = true
1352  
1353 ;; Money Unit fee to upload textures, animations etc. Default is 0.
1354 PriceUpload = 0
1355  
1356 ;; Money Unit fee to create groups. Default is 0.
1357 PriceGroupCreate = 0
1358  
1359 ; We don't really know what the rest of these values do. These get sent to the client
1360 ; These taken from Agni at a Public Telehub. Change at your own risk.
1361 ObjectCount = 0
1362 PriceEnergyUnit = 100
1363 PriceObjectClaim = 10
1364 PricePublicObjectDecay = 4
1365 PricePublicObjectDelete = 4
1366 PriceParcelClaim = 1
1367 PriceParcelClaimFactor = 1
1368  
1369 PriceRentLight = 5
1370 TeleportMinPrice = 2
1371 TeleportPriceExponent = 2
1372 EnergyEfficiency = 1
1373 PriceObjectRent = 1
1374 PriceObjectScaleFactor = 10
1375 PriceParcelRent = 1
1376  
1377  
1378 [XEngine]
1379 ; Enable this engine in this OpenSim instance
1380 Enabled = true
1381  
1382 ; How many threads to keep alive even if nothing is happening
1383 MinThreads = 2
1384  
1385 ; How many threads to start at maximum load
1386 MaxThreads = 100
1387  
1388 ; Time a thread must be idle (in seconds) before it dies
1389 IdleTimeout = 60
1390  
1391 ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
1392 Priority = "BelowNormal"
1393  
1394 ; Maximum number of events to queue for a script (excluding timers)
1395 MaxScriptEventQueue = 300
1396  
1397 ; Stack size per thread created
1398 ThreadStackSize = 262144
1399  
1400 ; Set this to true (the default) to load each script into a separate
1401 ; AppDomain. Setting this to false will load all script assemblies into the
1402 ; current AppDomain, which will reduce the per-script overhead at the
1403 ; expense of reduced security and the inability to garbage collect the
1404 ; script assemblies
1405 AppDomainLoading = true
1406  
1407 ; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
1408 ; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
1409 ; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
1410 ; by scripts have changed.
1411 ; DeleteScriptsOnStartup = false
1412  
1413 ; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
1414 ; co-op will be more stable but this option is currently experimental.
1415 ; If moving from co-op to abort, existing script DLLs will need to be recompiled.
1416 ; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
1417 ; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
1418 ; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
1419 ScriptStopStrategy = abort
1420  
1421 ; Rate to poll for asynchronous command replies (ms)
1422 ; currently unused
1423 ;AsyncLLCommandLoopms = 50
1424  
1425 ; Save the source of all compiled scripts
1426 WriteScriptSourceToDebugFile = false
1427  
1428 ; Default language for scripts
1429 DefaultCompileLanguage = lsl
1430  
7 vero 1431 ; List of allowed languages (lsl,vb,cs)
1432 ; AllowedCompilers=lsl,cs,vb
1 eva 1433 ; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
1434 AllowedCompilers=lsl
1435  
1436 ; Compile debug info (line numbers) into the script assemblies
1437 CompileWithDebugInformation = true
1438  
1439 ; Allow the user of mod* functions. This allows a script to pass messages
1440 ; to a region module via the modSendCommand() function
1441 ; Default is false
1442 AllowMODFunctions = false
1443  
1444 ; Allow the use of os* functions (some are dangerous)
1445 AllowOSFunctions = false
1446  
1447 ; Allow the user of LightShare functions
1448 AllowLightShareFunctions = false
1449  
1450 ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
1451 OSFunctionThreatLevel = VeryLow
1452  
1453 ; OS Functions enable/disable
1454 ; For each function, you can add one line, as shown
1455 ; The default for all functions allows them if below threat level
1456  
1457 ; true allows the use of the function unconditionally
1458 ; Allow_osSetRegionWaterHeight = true
1459  
1460 ; false disables the function completely
1461 ; Allow_osSetRegionWaterHeight = false
1462  
1463 ; Comma separated list of UUIDS allows the function for that list of UUIDS
1464 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
1465  
1466 ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
1467 ; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel
1468 ; - PARCEL_OWNER: allow if the objectowner is parcelowner
1469 ; - ESTATE_MANAGER: allow if the object owner is a estate manager
1470 ; - ESTATE_OWNER: allow if objectowner is estateowner
1471 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
1472  
1473 ; You can also use script creators as the uuid
1474 ; Creators_osSetRegionWaterHeight = <uuid>, ...
1475  
1476 ; If both Allow_ and Creators_ are given, effective permissions
1477 ; are the union of the two.
1478  
1479 ; Interval (s) between background save of script states
1480 SaveInterval = 120
1481  
1482 ; Interval (s) between maintenance runs (0 = disable)
1483 MaintenanceInterval = 10
1484  
1485 ; Time a script can spend in an event handler before it is interrupted
1486 EventLimit = 30
1487  
1488 ; If a script overruns it's event limit, kill the script?
1489 KillTimedOutScripts = false
1490  
1491 ; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested
1492 ; before aborting the thread (such as when an object containing scripts is taken into inventory).
1493 WaitForEventCompletionOnScriptStop = 1000;
1494  
1495 ; Sets the multiplier for the scripting delays
1496 ScriptDelayFactor = 1.0
1497  
1498 ; The factor the 10 m distances llimits are multiplied by
1499 ScriptDistanceLimitFactor = 1.0
1500  
1501 ; Maximum length of notecard line read
1502 ; Increasing this to large values potentially opens
1503 ; up the system to malicious scripters
1504 ; NotecardLineReadCharsMax = 255
1505  
1506 ; Minimum settable timer interval. Any timer setting less than this is
1507 ; rounded up to this minimum interval.
7 vero 1508 ; MinTimerInterval = 0.05
1 eva 1509  
1510 ; Sensor settings
1511 SensorMaxRange = 96.0
1512 SensorMaxResults = 16
1513  
1514 ; Allow for llCreateLink and llBreakLink to work without asking for permission
1515 ; only enable this in a trusted environment otherwise you may be subject to hijacking
1516 ; AutomaticLinkPermission = false
1517  
1518 ; Disable underground movement of prims (default true); set to
1519 ; false to allow script controlled underground positioning of
1520 ; prims
1521 ; DisableUndergroundMovement = true
1522  
1523 ;; Path to script assemblies
1524 ; ScriptEnginesPath = "ScriptEngines"
1525  
1526  
1527 [Concierge]
1528 ; Enable concierge module
1529 ; Default is false
1530 enabled = false
1531  
1532 ; name of the concierge
1533 whoami = "jeeves"
1534  
1535 ; password for updating the welcome message templates via XmlRpc
1536 password = SECRET
1537  
1538 ; regex specifying for which regions concierge service is desired; if
1539 ; empty, then for all
1540 regions = "^MeetingSpace-"
1541  
1542 ; for each region that matches the regions regexp you can provide
1543 ; (optionally) a welcome template using format substitution:
1544 ; {0} is replaced with the name of the avatar entering the region
1545 ; {1} is replaced with the name of the region
1546 ; {2} is replaced with the name of the concierge (whoami variable above)
1547  
1548 welcomes = /path/to/welcome/template/directory
1549  
1550 ; Concierge can send attendee lists to an event broker whenever an
1551 ; avatar enters or leaves a concierged region. the URL is subject
1552 ; to format substitution:
1553 ; {0} is replaced with the region's name
1554 ; {1} is replaced with the region's UUID
1555 broker = "http://broker.place.com/{1}"
1556  
1557  
1558 [MRM]
1559 ; Enables the Mini Region Modules Script Engine.
1560 ; default is false
1561 Enabled = false
1562  
1563 ; Runs MRM in a Security Sandbox
1564 ; WARNING: DISABLING IS A SECURITY RISK.
1565 Sandboxed = true
1566  
1567 ; The level sandbox to use, adjust at your OWN RISK.
1568 ; Valid values are:
1569 ; * FullTrust
1570 ; * SkipVerification
1571 ; * Execution
1572 ; * Nothing
1573 ; * LocalIntranet
1574 ; * Internet
1575 ; * Everything
1576 SandboxLevel = "Internet"
1577  
1578 ; Only allow Region Owners to run MRMs
1579 ; May represent a security risk if you disable this.
1580 OwnerOnly = true
1581  
1582  
1583 [Hypergrid]
1584 ; Keep it false for now. Making it true requires the use of a special client in order to access inventory
1585 safemode = false
1586  
1587  
1588 [VivoxVoice]
1589 ; The VivoxVoice module will allow you to provide voice on your
1590 ; region(s). It uses the same voice technology as the LL grid and
1591 ; works with recent LL clients (we have tested 1.22.9.110075, so
1592 ; anything later ought to be fine as well).
1593 ;
1594 ; For this to work you need to obtain an admin account from Vivox
1595 ; that allows you to create voice accounts and region channels.
1596  
1597 enabled = false
1598  
1599 ; vivox voice server
1600 vivox_server = www.foobar.vivox.com
1601  
1602 ; vivox SIP URI
1603 vivox_sip_uri = foobar.vivox.com
1604  
1605 ; vivox admin user name
1606 vivox_admin_user = DeepThroat
1607  
1608 ; vivox admin password
1609 vivox_admin_password = VoiceG4te
1610  
1611 ; channel type: "channel" or "positional"
1612 ; - positional: spatial sound (default)
1613 ; - channel: normal "conference call", no spatial sound
1614 ;vivox_channel_type = positional
1615  
1616 ; channel characteristics (unless you know what you are doing, i'd
1617 ; leave them as they are --- now you WILL muck around with them,
1618 ; huh? sigh)
1619  
1620 ; channel distance model:
1621 ; 0 - no attenuation
1622 ; 1 - inverse distance attenuation
1623 ; 2 - linear attenuation (default)
1624 ; 3 - exponential attenuation
1625 ;vivox_channel_distance_model = 2
1626  
1627 ; channel mode:
1628 ; - "open" (default)
1629 ; - "lecture"
1630 ; - "presentation"
1631 ; - "auditorium"
1632 ;vivox_channel_mode = "open"
1633  
1634 ; channel roll off: rate of attenuation
1635 ; - a value between 1.0 and 4.0, default is 2.0
1636 ;vivox_channel_roll_off = 2.0
1637  
1638 ; channel max range: distance at which channel is silent
1639 ; - a value between 0 and 160, default is 80
1640 ;vivox_channel_max_range = 80
1641  
1642 ; channel clamping distance: distance before attenuation applies
1643 ; - a value between 0 and 160, default is 10
1644 ;vivox_channel_clamping_distance = 10
1645  
1646  
1647 [Groups]
1648 Enabled = false
1649  
1650 ; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really
1651 ; apply to the Flotsam/SimianGrid GroupsModule
1652 Module = Default
1653  
1654 ; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
1655 ; or from the SimianGrid project at http://code.google.com/p/openmetaverse
1656 ;Module = GroupsModule
1657  
1658 ; Enable Group Notices
1659 ;NoticesEnabled = true
1660  
1661 ; This makes the Groups modules very chatty on the console.
1662 DebugEnabled = false
1663  
1664 ; Groups data is cached for this number of seconds before another request is made to the groups service
1665 ; Set to 0 to disable the cache.
1666 ; Default is 30 seconds
1667 GroupsCacheTimeout = 30
1668  
1669 ; Specify which messaging module to use for groups messaging and if it's enabled
1670 MessagingModule = GroupsMessagingModule
1671 ;MessagingEnabled = true
1672  
1673 ; Experimental option to only message cached online users rather than all users
1674 ; Should make large group with few online members messaging faster, as the expense of more calls to ROBUST presence service
1675 ; (Flotsam groups only; in V2 this is always on)
1676 MessageOnlineUsersOnly = false
1677  
1678 ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
1679  
1680 ; SimianGrid Service for Groups
1681 ;ServicesConnectorModule = SimianGroupsServicesConnector
1682 ;GroupsServerURI = http://mygridserver.com:82/Grid/
1683  
1684 ; Flotsam XmlRpc Service for Groups
1685 ;ServicesConnectorModule = XmlRpcGroupsServicesConnector
1686 ;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php
1687  
1688 ; XmlRpc Security settings. These must match those set on your backend groups service if the service is using these keys
1689 ;XmlRpcServiceReadKey = 1234
1690 ;XmlRpcServiceWriteKey = 1234
1691  
1692 ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
1693 ; this is a work around fora problem discovered on some Windows based region servers.
1694 ; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
1695 ; System.Net.WebException: The request was aborted: The request was canceled.
1696 ; XmlRpcDisableKeepAlive = false
1697  
1698 ; Minimum user level required to create groups
1699 ;LevelGroupCreate = 0
1700  
1701  
1702 [PacketPool]
1703 ;RecyclePackets = true;
1704 ;RecycleDataBlocks = true;
1705  
1706 ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets.
1707 ; This reduces data churn
1708 RecycleBaseUDPPackets = true
1709  
1710  
1711 [InterestManagement]
1712 ; This section controls how state updates are prioritized for each client
1713 ; Valid values are BestAvatarResponsiveness, Time, Distance,
1714 ; SimpleAngularDistance, and FrontBack
1715 UpdatePrioritizationScheme = BestAvatarResponsiveness
1716 ReprioritizationEnabled = true
1717 ReprioritizationInterval = 2000.0
1718 RootReprioritizationDistance = 10.0
1719 ChildReprioritizationDistance = 20.0
1720  
1721  
1722 [Monitoring]
1723 ; Enable region monitoring
1724 ; If true, this will print out an error if more than a minute has passed since the last simulator frame
1725 ; Also is another source of region statistics provided via the regionstats URL
1726 Enabled = true
1727  
1728  
1729 [WebStats]
1730 ; View region statistics via a web page
1731 ; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
1732 ; Use a web browser and type in the "Login URI" + "/SStats/"
1733 ; For example- http://127.0.0.1:9000/SStats/
1734 ; enabled=false
1735  
1736  
1737 [MediaOnAPrim]
1738 ; Enable media on a prim facilities
1739 Enabled = true;
1740  
1741  
1742 [NPC]
1743 ;; Enable Non Player Character (NPC) facilities
1744 Enabled = false
1745  
1746  
1747 [Terrain]
1748 InitialTerrain = "pinhead-island"
1749  
1750  
1751 ;;
1752 ;; If you are using a simian grid frontend you can enable
1753 ;; this module to upload tile images for the mapping fn
1754 ;;
1755 [SimianGridMaptiles]
1756 Enabled = False
1757 MaptileURL = "http://www.mygrid.com/Grid/"
1758 RefreshTime = 3600
1759  
1760  
1761 ;;
1762 ;; JsonStore module provides structured store for scripts
1763 ;;
1764 [JsonStore]
1765 Enabled = False
1766  
1767 ;; Enable direct access to the SOP dynamic attributes
1768 EnableObjectStore = False
1769 MaxStringSpace = 0
1770  
1771  
1772 ;;
1773 ;; These are defaults that are overwritten below in [Architecture].
1774 ;; These defaults allow OpenSim to work out of the box with
1775 ;; zero configuration
1776 ;;
1777 [AssetService]
1778 DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
1779 AssetLoaderArgs = "assets/AssetSets.xml"
1780  
1781 ; Disable this to prevent the default asset set from being inserted into the
1782 ; asset store each time the region starts
1783 AssetLoaderEnabled = true
1784  
1785  
1786 [GridService]
1787 ;; default standalone, overridable in StandaloneCommon.ini
1788 StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
1789  
1790  
1791 [AutoBackupModule]
1792 ;; default is module is disabled at the top level
1793 AutoBackupModuleEnabled = false
1794  
1795  
1796 [Sounds]
1797 ;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule}
1798 Module = OpenSim.Region.CoreModules.dll:SoundModule
1799  
1800 ;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0}
1801 MaxDistance = 100.0
1802  
1803  
1804 [ServiceThrottle]
1805 ;; Default time interval (in ms) for the throttle service thread to wake up
1806 Interval = 5000
1807  
7 vero 1808 [Dwell]
1809 ;; This enables the built in basic dwell module
1810 DwellModule = DefaultDwellModule
1 eva 1811  
1812 [Modules]
1813 Include-modules = "addon-modules/*/config/*.ini"