/OpenSimDefaults.ini |
@@ -0,0 +1,1776 @@ |
; This file contains defaults for various settings in OpenSimulator. These can be overriden |
; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini). |
|
[Startup] |
; Console prompt |
; Certain special characters can be used to customize the prompt |
; Currently, these are |
; \R - substitute region name |
; \\ - substtitue \ |
ConsolePrompt = "Region (\R) " |
|
; Set this to true if you want to log crashes to disk |
; this can be useful when submitting bug reports. |
; However, this will only log crashes within OpenSimulator that cause the entire program to exit |
; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures. |
; You will need to capture these native stack traces by recording the session log itself. |
save_crashes = false |
|
; Directory to save crashes to if above is enabled |
; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt) |
crash_dir = "crashes" |
|
; Place to create a PID file |
; PIDFile = "/tmp/my.pid" |
|
; Console commands run at startup |
startup_console_commands_file = "startup_commands.txt" |
|
; Console commands run on shutdown |
shutdown_console_commands_file = "shutdown_commands.txt" |
|
; Console commands run every 20 minutes |
; timer_Script = "filename" |
|
; timer_Script time interval (default 20 min) |
; The time is 60 per minute |
; timer_Interval = 1200 |
|
; ## |
; ## SYSTEM |
; ## |
|
; Sets the method that OpenSim will use to fire asynchronous |
; events. Valid values are UnsafeQueueUserWorkItem, |
; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread. |
; |
; SmartThreadPool is reported to work well on Mono/Linux, but |
; UnsafeQueueUserWorkItem has been benchmarked with better |
; performance on .NET/Windows |
; |
; UnsafeQueueUserWorkItem refers to the fact that the code creating the event could elevate its security |
; privileges. However, as calling code is trusted anyway this is safe (if you set |
; TrustedBinaries = true in the [XEngine] section then you already have to trust that incoming code for other reasons). |
async_call_method = SmartThreadPool |
|
; Max threads to allocate on the FireAndForget thread pool |
; when running with the SmartThreadPool option above |
MaxPoolThreads = 15 |
|
; ## |
; ## CLIENTS |
; ## |
|
; Set this to the DLL containing the client stack to use. |
clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll" |
|
; ## |
; ## REGIONS |
; ## |
|
; Determine where OpenSimulator looks for the files which tell it which regions to server |
; Defaults to "filesystem" if this setting isn't present |
region_info_source = "filesystem" |
; region_info_source = "web" |
|
; Determines where the region XML files are stored if you are loading these from the filesystem. |
; Defaults to bin/Regions in your OpenSimulator installation directory |
; regionload_regionsdir="C:\somewhere\xmlfiles\" |
|
; Determines the page from which regions xml is retrieved if you are loading these from the web |
; The XML here has the same format as it does on the filesystem (including the <Root> tag), |
; except that everything is also enclosed in a <Regions> tag. |
; regionload_webserver_url = "http://example.com/regions.xml"; |
|
;; Allow the simulator to start up if there are no region configuration available |
;; from the selected region_info_source. |
allow_regionless = false |
|
;; Allow child agents to see into the region even if their root counterpart isn't allowed in here |
see_into_region = true |
|
; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos |
; Increasing this number will increase memory usage. |
MaxPrimUndos = 20 |
|
; Maximum size of non physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMax!). |
NonPhysicalPrimMax = 256 |
|
; Maximum size of physical prims. Affects resizing of existing prims. This can be overriden in the region config file. |
PhysicalPrimMax = 10 |
|
; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum |
; This can be overriden in the region config file. |
ClampPrimSize = false |
|
; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero. |
; This can be overriden in the region config file. |
LinksetPrims = 0 |
|
; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region. |
; This only applies when crossing to a region running in a different simulator. |
; For crossings where the regions are on the same simulator the script is always kept running. |
AllowScriptCrossing = true |
|
; Allow compiled script binary code to cross region boundaries. |
; If you set this to "true", any region that can teleport to you can |
; inject ARBITRARY BINARY CODE into your system. Use at your own risk. |
; YOU HAVE BEEN WARNED!!! |
TrustBinaries = false |
|
; Combine all contiguous regions into one large megaregion |
; Order your regions from South to North, West to East in your regions.ini and then set this to true |
; Warning! Don't use this with regions that have existing content!, This will likely break them |
CombineContiguousRegions = false |
|
; Extend the region's draw distance; 255m is the default which includes |
; one neighbor on each side of the current region, 767m would go three |
; neighbors on each side for a total of 49 regions in view. Warning, unless |
; all the regions have the same drawdistance, you will end up with strange |
; effects because the agents that get closed may be inconsistent. |
DefaultDrawDistance = 255.0 |
|
; If you have only one region in an instance, or to avoid the many bugs |
; that you can trigger in modules by restarting a region, set this to |
; true to make the entire instance exit instead of restarting the region. |
; This is meant to be used on systems where some external system like |
; Monit will restart any instance that exits, thereby making the shutdown |
; into a restart. |
InworldRestartShutsDown = false |
|
; The minimum proportion of a second that any particular frame can take to execute. |
; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames |
; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require |
; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill. |
MinFrameTime = 0.089 |
|
; Send scheduled updates to objects in the scene |
; This must be a whole number |
UpdateObjectsEveryNFrames = 1; |
|
; Send position/velocity, etc. updates to agents in the scene |
; This must be a whole number |
UpdateAgentsEveryNFrames = 1; |
|
; Apply pending forces from physics calculations to an entity. |
; This must be a whole number |
UpdateEntityMovementEveryNFrames = 1; |
|
; Send coarse location updates to viewers. In a classic viewer, this updates the minimap. |
; This must be a whole number |
UpdateCoarseLocationsEveryNFrames = 50; |
|
; Update physics. Within each update physics also updates in a series of contigous mini-steps |
; This must be a whole number |
UpdatePhysicsEveryNFrames = 1; |
|
; Clean up temp on rez objects. |
; This must be a whole number |
UpdateTempCleaningEveryNFrames = 1000; |
|
; Send out the on frame event to modules and other listeners. This should probably never deviate from 1. |
; This must be a whole number |
UpdateEventsEveryNFrames = 1; |
|
; Send terrain updates to viewers |
; This must be a whole number |
UpdateTerrainEveryNFrames = 50; |
|
; Persitently store any objects which meet the PRIM STORAGE criteria |
; This must be a whole number |
UpdateStorageEveryNFrames = 200; |
|
; ## |
; ## PRIM STORAGE |
; ## |
|
; Persistence of changed objects happens during regular sweeps. The following control that behaviour to |
; prevent frequently changing objects from heavily loading the region data store. |
; If both of these values are set to zero then persistence of all changed objects will happen on every sweep. |
; |
; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds |
MinimumTimeBeforePersistenceConsidered = 60 |
; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago |
MaximumTimeBeforePersistenceConsidered = 600 |
|
; ## |
; ## PHYSICS |
; ## |
|
; If true then prims can be collided with by avatars, other prims, etc. |
; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked. |
; Also, no prims are subject to physics. |
collidable_prim = true |
|
; If true then prims can be made subject to physics (gravity, pushing, etc.). |
; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction |
physical_prim = true |
|
; Select a mesher here. |
; |
; Meshmerizer properly handles complex prims by using triangle meshes. |
; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way |
; |
; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports |
; Usually this is only a box |
|
meshing = Meshmerizer |
;meshing = ZeroMesher |
|
; Path to decoded sculpty maps |
; Defaults to "j2kDecodeCache |
;DecodedSculptMapPath = "j2kDecodeCache" |
|
; if you use Meshmerizer and want sculpt map collisions, setting this to |
; to true will store decoded sculpt maps in a special folder in your bin |
; folder, which can reduce startup times by reducing asset requests. Some |
; versions of mono dont work well when reading the cache files, so set this |
; to false if you have compatibility problems. |
;CacheSculptMaps = true |
|
; Choose one of the physics engines below. |
; OpenDynamicsEngine is by some distance the most developed physics engine. |
; BulletSim is a high performance, up-and-coming physics engine. |
; basicphysics effectively does not model physics at all, making all objects phantom. |
physics = OpenDynamicsEngine |
;physics = basicphysics |
;physics = POS |
;physics = modified_BulletX |
;physics = BulletSim |
|
; ## |
; ## SCRIPT ENGINE |
; ## |
|
DefaultScriptEngine = "XEngine" |
|
; ## |
; ## EMAIL MODULE |
; ## |
|
;emailmodule = DefaultEmailModule |
|
; ## |
; ## ANIMATIONS |
; ## |
|
; If enabled, enableFlySlow will change the primary fly state to |
; FLYSLOW, and the "always run" state will be the regular fly. |
enableflyslow = false |
|
; PreJump is an additional animation state, but it probably |
; won't look right until the physics engine supports it |
; (i.e delays takeoff for a moment) |
|
; Simulator Stats URI |
; Enable JSON simulator data by setting a URI name (case sensitive) |
; Returns regular sim stats (SimFPS, ...) |
; Stats_URI = "jsonSimStats" |
|
; Simulator StatsManager URI |
; Enable fetch of StatsManager registered stats. Fetch is query which can optionally |
; specify category, container and stat to fetch. If not selected, returns all of that type. |
; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic |
; ManagedStatsRemoteFetchURI = "ManagedStats" |
|
; Make OpenSim start all regions woth logins disabled. They will need |
; to be enabled from the console if this is set |
; StartDisabled = false |
|
; Image decoding. Use CSJ2K for layer boundary decoding if true, |
; OpenJPEG if false |
; UseCSJ2K = true |
|
; Use "Trash" folder for items deleted from the scene |
; When set to True (the default) items deleted from the scene will be |
; stored in the user's trash or lost and found folder. When set to |
; False items will be removed from the scene permanently |
UseTrashOnDelete = True |
|
|
[Map] |
;WorldMapModule = "WorldMap" |
;MapImageModule = "MapImageModule" |
|
; World map blacklist timeout in seconds |
;BlacklistTimeout = 600 |
|
; Set to false to not generate any maptiles |
;GenerateMaptiles = true |
|
; Refresh (in seconds) the map tile periodically |
;MaptileRefresh = 0 |
|
; If not generating maptiles, use this static texture asset ID |
;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000" |
|
; Draw objects on maptile. This step might take a long time if you've got a large number of |
; objects, so you can turn it off here if you'd like. |
DrawPrimOnMapTile = true |
|
; Use terrain texture for maptiles if true, use shaded green if false |
TextureOnMapTile = true |
|
[Permissions] |
; ## |
; ## PERMISSIONS |
; ## |
|
;permissionmodules = "DefaultPermissionsModule" |
|
; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy |
; any item, etc. This may not yet be implemented uniformally. |
; If set to true, then all permissions checks are carried out |
; Default is true |
serverside_object_permissions = true |
|
allow_grid_gods = false |
|
; This allows somne control over permissions |
; please note that this still doesn't duplicate SL, and is not intended to |
;region_owner_is_god = true |
;region_manager_is_god = false |
;parcel_owner_is_god = true |
|
; Control user types that are allowed to create new scripts |
; Only enforced if serviceside_object_permissions is true |
; |
; Current possible values are |
; all - anyone can create scripts (subject to normal permissions) |
; gods - only administrators can create scripts (as long as allow_grid_gods is true) |
; Default value is all |
; allowed_script_creators = all |
|
; Control user types that are allowed to edit (save) scripts |
; Only enforced if serviceside_object_permissions is true |
; |
; Current possible values are |
; all - anyone can edit scripts (subject to normal permissions) |
; gods - only administrators can edit scripts (as long as allow_grid_gods is true) |
; Default value is all |
; allowed_script_editors = all |
|
; Provides a simple control for land owners to give build rights to specific avatars |
; in publicly accessible parcels that disallow object creation in general. |
; Owners specific avatars by adding them to the Access List of the parcel |
; without having to use the Groups feature |
; Disabled by default |
; simple_build_permissions = False |
|
; Minimum user level required to upload assets |
;LevelUpload = 0 |
|
|
[RegionReady] |
; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled |
enabled = true |
|
; Channel on which to signal region readiness through a message |
; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]" |
; - the first field indicating whether this is an initial server startup |
; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error) |
; - the third field is a number indicating how many scripts failed to compile |
; - "oar error" if supplied, provides the error message from the OAR load |
channel_notify = -800 |
|
; - disallow logins while scripts are loading |
; Instability can occur on regions with 100+ scripts if users enter before they have finished loading |
login_disable = true |
|
; - send an alert as json to a service |
; alert_uri = "http://myappserver.net/my_handler/" |
|
|
[EstateManagement] |
; If false, then block any region restart requests from the client even if they are otherwise valid. |
; Default is true |
AllowRegionRestartFromClient = true |
|
|
[UserProfiles] |
;# {ProfileURL} {} {Set url to UserProfilesService} {} |
;; Set the value of the url to your UserProfilesService |
;; If un-set / "" the module is disabled |
;; If the ProfileURL is not set, then very BASIC |
;; profile support will be configured. If the ProfileURL is set to a |
;; valid URL, then full profile support will be configured. The URL |
;; points to your grid's Robust user profiles service |
;; |
; ProfileURL = http://127.0.0.1:9000 |
|
|
[SMTP] |
enabled = false |
|
;enabled = true |
;internal_object_host = lsl.opensim.local |
;host_domain_header_from = 127.0.0.1 |
;SMTP_SERVER_HOSTNAME = 127.0.0.1 |
;SMTP_SERVER_PORT = 25 |
;SMTP_SERVER_LOGIN = foo |
;SMTP_SERVER_PASSWORD = bar |
|
|
[Network] |
ConsoleUser = "Test" |
ConsolePass = "secret" |
http_listener_port = 9000 |
console_port = 0 |
|
; ssl config: Experimental! The auto https config only really works definately on windows XP now |
; you need a Cert Request/Signed pair installed in the MY store with the CN specified below |
; you can use https on other platforms, but you'll need to configure the httpapi yourself for now |
http_listener_ssl = false ; Also create a SSL server |
http_listener_cn = "localhost" ; Use the cert with the common name |
http_listener_sslport = 9001 ; Use this port for SSL connections |
http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer |
|
; HTTPS for "Out of band" management applications such as the remote |
; admin module |
; |
; Create https_listener = "True" will create a listener on the port |
; specified. Provide the path to your server certificate along with it's |
; password |
; https_listener = False |
; Set our listener to this port |
; https_port = 0 |
; Path to X509 certificate |
; cert_path = "path/to/cert.p12" |
; Password for cert |
; cert_pass = "password" |
|
; Hostname to use in llRequestURL/llRequestSecureURL |
; if not defined - default machine name is being used |
; (on Windows this mean NETBIOS name - useably only inside local network) |
; ExternalHostNameForLSL=127.0.0.1 |
|
; What is reported as the "X-Secondlife-Shard" |
; Defaults to the user server url if not set |
; The old default is "OpenSim", set here for compatibility |
shard = "OpenSim" |
|
; What is reported as the "User-Agent" when using llHTTPRequest |
; Defaults to not sent if not set here. See the notes section in the wiki at |
; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding |
; " (Mozilla Compatible)" to the text where there are problems with a web server |
;user_agent = "OpenSim LSL (Mozilla Compatible)" |
|
; OpenSim can send multiple simultaneous requests for services such as asset |
; retrieval. However, some versions of mono appear to hang when there are too |
; many simultaneous requests, default is 30 and is currently applied only to assets |
;MaxRequestConcurrency = 30 |
|
|
[ClientStack.LindenUDP] |
; Set this to true to process incoming packets asynchronously. Networking is |
; already separated from packet handling with a queue, so this will only |
; affect whether networking internals such as packet decoding and |
; acknowledgement accounting are done synchronously or asynchronously |
; Default is true. |
; |
;async_packet_handling = true |
|
; The client socket receive buffer size determines how many |
; incoming requests we can process; the default on .NET is 8192 |
; which is about 2 4k-sized UDP datagrams. On mono this is |
; whatever the underlying operating system has as default; for |
; example, ubuntu 8.04 or SLES11 have about 111k, which is about |
; 27 4k-sized UDP datagrams (on linux platforms you can [as root] |
; do "sysctl net.core.rmem_default" to find out what your system |
; uses a default socket receive buffer size. |
; |
; client_socket_rcvbuf_size allows you to specify the receive |
; buffer size LLUDPServer should use. NOTE: this will be limited |
; by the system's settings for the maximum client receive buffer |
; size (on linux systems you can set that with "sysctl -w |
; net.core.rmem_max=X") |
; |
;client_socket_rcvbuf_size = 8388608 |
|
; Maximum outbound bytes per second for a single scene. This can be used to |
; throttle total outbound UDP traffic for a simulator. The default value is |
; 0, meaning no throttling at the scene level. The example given here is |
; 20 megabits |
; |
;scene_throttle_max_bps = 2621440 |
|
; Maximum bits per second to send to any single client. This will override |
; the user's viewer preference settings. The default value is 0, meaning no |
; aggregate throttling on clients (only per-category throttling). The |
; example given here is 1.5 megabits |
; |
;client_throttle_max_bps = 196608 |
|
; Adaptive throttling attempts to limit network overload when multiple |
; clients login by starting each connection more slowly. Disabled by |
; default |
; |
enable_adaptive_throttles = true |
|
; Per-client bytes per second rates for the various throttle categories. |
; These are default values that will be overriden by clients. These |
; defaults are approximately equivalent to the throttles set by the Imprudence |
; viewer when maximum bandwidth is set to 350kbps |
|
;resend_default = 6625 |
;land_default = 9125 |
;wind_default = 1750 |
;cloud_default = 1750 |
;task_default = 18500 |
;texture_default = 18500 |
;asset_default = 10500 |
|
; Configures how ObjectUpdates are aggregated. These numbers |
; do not literally mean how many updates will be put in each |
; packet that goes over the wire, as packets are |
; automatically split on a 1400 byte boundary. These control |
; the balance between responsiveness of interest list updates |
; and total throughput. Higher numbers will ensure more full- |
; sized packets and faster sending of data, but more delay in |
; updating interest lists |
; |
;PrimUpdatesPerCallback = 100 |
|
; TextureSendLimit determines how many packets will be put on |
; the outgoing queue each cycle. Like the settings above, this |
; is a balance between responsiveness to priority updates and |
; total throughput. Higher numbers will give a better |
; throughput at the cost of reduced responsiveness to client |
; priority changes or transfer aborts |
; |
;TextureSendLimit = 20 |
|
; Quash and remove any light properties from attachments not on the |
; hands. This allows flashlights and lanterns to function, but kills |
; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps |
; will also be affected. |
; |
;DisableFacelights = false |
|
; The time to wait before disconecting an unresponsive client. |
; The time is in seconds. The default is one minute |
; |
;AckTimeout = 60 |
|
; The time to wait before disconecting an unresponsive paused client. |
; A client can be paused when the file selection dialog is open during file upload. |
; This gives extra time to find files via the dialog but will still disconnect if |
; the client crashes or loses its network connection |
; The time is in seconds. The default is five minutes. |
; |
;PausedAckTimeout = 300 |
|
|
[ClientStack.LindenCaps] |
;; Long list of capabilities taken from |
;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities |
;; Not all are supported by OpenSim. The ones supported are |
;; set to localhost. These defaults can be overwritten |
;; in OpenSim.ini |
;; |
Cap_AttachmentResources = "" |
Cap_ChatSessionRequest = "" |
Cap_CopyInventoryFromNotecard = "localhost" |
Cap_DispatchRegionInfo = "" |
Cap_EstateChangeInfo = "" |
Cap_EnvironmentSettings = "localhost" |
Cap_EventQueueGet = "localhost" |
Cap_FetchInventory = "" |
Cap_ObjectMedia = "localhost" |
Cap_ObjectMediaNavigate = "localhost" |
Cap_FetchLib = "" |
Cap_FetchLibDescendents = "" |
Cap_GetDisplayNames = "" |
Cap_GetTexture = "localhost" |
Cap_GetMesh = "localhost" |
Cap_GetObjectCost = "" |
Cap_GetObjectPhysicsData = "" |
Cap_GroupProposalBallot = "" |
Cap_HomeLocation = "" |
Cap_LandResources = "" |
Cap_MapLayer = "localhost" |
Cap_MapLayerGod = "localhost" |
Cap_NewFileAgentInventory = "localhost" |
Cap_NewFileAgentInventoryVariablePrice = "localhost" |
Cap_ObjectAdd = "localhost" |
Cap_ParcelPropertiesUpdate = "localhost" |
Cap_ParcelMediaURLFilterList = "" |
Cap_ParcelNavigateMedia = "" |
Cap_ParcelVoiceInfoRequest = "" |
Cap_ProductInfoRequest = "" |
Cap_ProvisionVoiceAccountRequest = "" |
Cap_RemoteParcelRequest = "localhost" |
Cap_RequestTextureDownload = "" |
Cap_SearchStatRequest = "" |
Cap_SearchStatTracking = "" |
Cap_SendPostcard = "" |
Cap_SendUserReport = "" |
Cap_SendUserReportWithScreenshot = "" |
Cap_ServerReleaseNotes = "" |
Cap_SimConsole = "" |
Cap_SimulatorFeatures = "" |
Cap_SetDisplayName = "" |
Cap_StartGroupProposal = "" |
Cap_TextureStats = "" |
Cap_UntrustedSimulatorMessage = "" |
Cap_UpdateAgentInformation = "" |
Cap_UpdateAgentLanguage = "" |
Cap_UpdateGestureAgentInventory = "" |
Cap_UpdateNotecardAgentInventory = "localhost" |
Cap_UpdateScriptAgent = "localhost" |
Cap_UpdateGestureTaskInventory = "" |
Cap_UpdateNotecardTaskInventory = "localhost" |
Cap_UpdateScriptTask = "localhost" |
Cap_UploadBakedTexture = "localhost" |
Cap_UploadObjectAsset = "localhost" |
Cap_ViewerStartAuction = "" |
Cap_ViewerStats = "" |
|
; Capabilities for fetching inventory over HTTP rather than UDP |
; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above) |
; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled |
Cap_WebFetchInventoryDescendents = "" |
Cap_FetchInventoryDescendents2 = "localhost" |
Cap_FetchInventory2 = "localhost" |
|
; Capability for searching for people |
Cap_AvatarPickerSearch = "localhost" |
|
|
[Chat] |
; Controls whether the chat module is enabled. Default is true. |
enabled = true; |
|
; Distance in meters that whispers should travel. Default is 10m |
whisper_distance = 10 |
|
; Distance in meters that ordinary chat should travel. Default is 20m |
say_distance = 20 |
|
; Distance in meters that shouts should travel. Default is 100m |
shout_distance = 100 |
|
|
[EntityTransfer] |
; The maximum distance in regions that an agent is allowed to teleport along the x or y axis |
; This is set to 4095 by default because viewers released before September 2013 can't handle teleports that are greater than this distance |
; Setting to 0 will allow teleports of any distance |
max_distance = 4095 |
|
; The maximum protocol version that we will use for outgoing transfers |
; Valid values are |
; "SIMULATION/0.2" |
; - this is the default. A source simulator which only implements "SIMULATION/0.1" can still teleport with that protocol |
; - this protocol is more efficient than "SIMULATION/0.1" |
; "SIMULATION/0.1" |
; - this is an older teleport protocol used in OpenSimulator 0.7.5 and before. |
MaxOutgoingTransferVersion = "SIMULATION/0.2" |
|
; Minimum user level required for HyperGrid teleports |
LevelHGTeleport = 0 |
|
; Determine whether the cancel button is shown at all during teleports. |
; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.) |
; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed. |
DisableInterRegionTeleportCancellation = false |
|
|
[Messaging] |
; Control which region module is used for instant messaging. |
; Default is InstantMessageModule (this is the name of the core IM module as well as the setting) |
InstantMessageModule = InstantMessageModule |
; MessageTransferModule = MessageTransferModule |
; OfflineMessageModule = OfflineMessageModule |
; OfflineMessageURL = http://yourserver/Offline.php |
; MuteListModule = MuteListModule |
; MuteListURL = http://yourserver/Mute.php |
|
; Control whether group messages are forwarded to offline users. Default is true. |
; ForwardOfflineGroupMessages = true |
|
|
[Inventory] |
; Control whether multiple objects sent to inventory should be coaleseced into a single item |
; There are still some issues with coalescence, including the fact that rotation is not restored |
; and some assets may be missing from archive files. |
CoalesceMultipleObjectsToInventory = true |
|
|
[Appearance] |
; Persist avatar baked textures |
; Persisting baked textures can speed up login and region border |
; crossings especially with large numbers of users, though it |
; will store potentially large numbers of textures in your asset |
; database |
PersistBakedTextures = false |
|
; Control the delay before appearance is sent to other avatars and |
; saved in the avatar service. Attempts to limit the impact caused |
; by the very chatty dialog that sets appearance when an avatar |
; logs in or teleports into a region; values are in seconds |
DelayBeforeAppearanceSave = 5 |
DelayBeforeAppearanceSend = 2 |
|
; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds. |
; This may help with some situations where avatars are persistently grey, though it will not help |
; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others). |
ResendAppearanceUpdates = true |
|
; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar |
; on every login |
ReuseTextures = false |
|
|
[Attachments] |
; Controls whether avatar attachments are enabled. |
; Defaults to true - only set to false for debugging purposes |
Enabled = true |
|
; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments |
; Experimental setting to control CPU spiking when avatars with many attachments login/change outfit |
; or when multiple avatars with medium level attachments login/change outfit simultaneously. |
; If 0 then no throttling is performed. |
ThrottlePer100PrimsRezzed = 0; |
|
|
[Mesh] |
; enable / disable Collada mesh support |
; default is true |
AllowMeshUpload = true |
|
; if you use Meshmerizer and want collisions for meshies, setting this to true |
; will cause OpenSim to attempt to decode meshies assets, extract the physics |
; mesh, and use it for collisions. |
UseMeshiesPhysicsMesh = true |
|
; Minimum user level required to upload meshes |
;LevelUpload = 0 |
|
|
[Textures] |
; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible |
; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components |
; (e.g. images pulled from an external HTTP address). |
; Reusing previously generated textures results in a much faster update on the viewer but may cause issues if the viewer didn't receive all resolutions of the texture. |
; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted. |
; Hence, currently considered experimental. |
; Default is false. |
ReuseDynamicTextures = false |
|
; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused |
; This is to workaround an apparent LL 3.3.4 and earlier viewer bug where such textures are not redisplayed properly when pulled from the viewer cache. |
; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem. |
; This setting only has an affect is ReuseDynamicTextures = true |
; Default is false |
ReuseDynamicLowDataTextures = false |
|
|
[ODEPhysicsSettings] |
; ## |
; ## Physics stats settings |
; |
|
; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule |
; (see http://opensimulator.org/wiki/Monitoring_Module for more details). |
collect_stats = false |
|
; ## |
; ## Physics logging settings - logfiles are saved to *.DIF files |
; ## |
|
; default is false |
;physics_logging = true |
;; every n simulation iterations, the physics snapshot file is updated |
;physics_logging_interval = 50 |
;; append to existing physics logfile, or overwrite existing logfiles? |
;physics_logging_append_existing_logfile = true |
|
;## |
;## World Settings |
;## |
|
;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s |
world_gravityx = 0 |
world_gravityy = 0 |
world_gravityz = -9.8 |
|
; Terminal velocity of a falling avatar |
; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples |
; Max value is 255, min value is 0 |
avatar_terminal_velocity = 54 |
|
; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically) |
; reference: fps = (0.089/ODE_STEPSIZE) * 1000; |
world_stepsize = 0.0178 |
world_internal_steps_without_collisions = 10 |
|
;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim |
world_hashspace_size_low = -4 |
world_hashSpace_size_high = 128 |
|
;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim |
meters_in_small_space = 29.9 |
small_hashspace_size_low = -4 |
small_hashspace_size_high = 66 |
|
; ## |
; ## Contact properties. (the stuff that happens when things come in contact with each other) |
; ## |
|
; surface layer around geometries other geometries can sink into before generating a contact |
world_contact_surface_layer = 0.001 |
|
; Filtering collisions helps keep things stable physics wise, but sometimes |
; it can be overzealous. If you notice bouncing, chances are it's that. |
filter_collisions = false |
|
; Non Moving Terrain Contact (avatar isn't moving) |
nm_terraincontact_friction = 255.0 |
nm_terraincontact_bounce = 0.1 |
nm_terraincontact_erp = 0.1025 |
|
; Moving Terrain Contact (avatar is moving) |
m_terraincontact_friction = 75.0 |
m_terraincontact_bounce = 0.05 |
m_terrainContact_erp = 0.05025 |
|
; Moving Avatar to object Contact |
m_avatarobjectcontact_friction = 75.0 |
m_avatarobjectcontact_bounce = 0.1 |
|
; Object to Object Contact and Non-Moving Avatar to object |
objectcontact_friction = 250.0 |
objectcontact_bounce = 0.2 |
|
; ## |
; ## Avatar Control |
; ## |
|
; PID Controller Settings. These affect the math that causes the avatar to reach the |
; desired velocity |
; See http://en.wikipedia.org/wiki/PID_controller |
|
av_pid_derivative_linux = 2200.0 |
av_pid_proportional_linux = 900.0; |
|
av_pid_derivative_win = 2200.0 |
av_pid_proportional_win = 900.0; |
|
;girth of the avatar. Adds radius to the height also |
av_capsule_radius = 0.37 |
|
; Max force permissible to use to keep the avatar standing up straight |
av_capsule_standup_tensor_win = 550000 |
av_capsule_standup_tensor_linux = 550000 |
|
; specifies if the capsule should be tilted (=true; old compatibility mode) |
; or straight up-and-down (=false; better and more consistent physics behavior) |
av_capsule_tilted = false |
|
; used to calculate mass of avatar. |
; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); |
; av_density * AVvolume; |
av_density = 80 |
|
; use this value to cut 52% of the height the sim gives us |
; Currently unused |
; av_height_fudge_factor = 0.52 |
|
; Movement. Smaller is faster. |
|
; speed of movement with Always Run off |
av_movement_divisor_walk = 1.3 |
|
; speed of movement with Always Run on |
av_movement_divisor_run = 0.8 |
|
; When the avatar flies, it will be moved up by this amount off the ground (in meters) |
minimum_ground_flight_offset = 3.0 |
|
; Plant avatar. This reduces the effect of physical contacts with the avatar. |
; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive. |
; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active |
; will lock the avatar in place |
av_planted = false |
|
; No Avatar Avatar Collissions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment |
av_av_collisions_off = false |
|
; ## |
; ## Object options |
; ## |
|
; used in the mass calculation. |
geometry_default_density = 10.000006836 |
|
; amount of ODE steps where object is non moving for ODE to automatically put it to sleep |
body_frames_auto_disable = 20 |
|
; used to control llMove2Target |
body_pid_derivative = 35 |
body_pid_gain = 25 |
|
; maximum number of contact points to generate per collision |
contacts_per_collision = 80 |
|
; amount of time a geom/body will try to cross a region border before it gets disabled |
geom_crossing_failures_before_outofbounds = 5 |
|
; start throttling the object updates if object comes in contact with 3 or more other objects |
geom_contactpoints_start_throttling = 3 |
|
; send 1 update for every x updates below when throttled |
geom_updates_before_throttled_update = 15 |
|
; Used for llSetStatus. How rigid the object rotation is held on the axis specified |
body_motor_joint_maxforce_tensor_linux = 5 |
body_motor_joint_maxforce_tensor_win = 5 |
|
; Maximum mass an object can be before it is clamped |
maximum_mass_object = 10000.01 |
|
; ## |
; ## Sculpted Prim settings |
; ## |
|
; Do we want to mesh sculpted prim to collide like they look? |
mesh_sculpted_prim = true |
|
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies |
mesh_lod = 32 |
|
; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies |
mesh_physical_lod = 16 |
|
; ## |
; ## Joint support |
; ## |
|
; If you would like physics joints to be enabled through a special naming |
; convention in the client, set this to true. |
; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) |
; Default is false |
;use_NINJA_physics_joints = true |
|
; ## |
; ## additional meshing options |
; ## |
|
; Physical collision mesh proxies are normally created for complex prim shapes, |
; and collisions for simple boxes and spheres are computed algorithmically. |
; If you would rather have mesh proxies for simple prims, you can set this to |
; true. Note that this will increase memory usage and region startup time. |
; Default is false. |
;force_simple_prim_meshing = true |
|
|
[BulletSim] |
; All the BulletSim parameters can be displayed with the console command |
; "physics get all" and all are defined in the source file |
; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. |
|
; There are two bullet physics libraries, bulletunmanaged is the default and is a |
; native c++ dll bulletxna is a managed C# dll. They have comparible functionality |
; but the c++ one is much faster. |
BulletEngine = "bulletunmanaged" |
; BulletEngine = "bulletxna" |
|
; BulletSim can run on its own thread independent of the simulator's heartbeat |
; thread. Enabling this will nto let the physics engine slow down avatar movement, etc. |
UseSeparatePhysicsThread = false |
|
; Terrain implementation can use either Bullet's heightField or BulletSim can build |
; a mesh. 0=heightField, 1=mesh |
TerrainImplementation = 1 |
; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield |
; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher |
; magnification uses lots of memory. |
TerrainMeshMagnification = 2 |
|
; Avatar physics height adjustments. |
; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height |
AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range |
AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range |
AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range |
|
; Default linkset implmentation |
; 'Constraint' uses physics constraints to hold linkset together. 'Compound' |
; builds a compound shape from the children shapes to create a single physical |
; shape. 'Compound' uses a lot less CPU time. |
LinkImplementation = 1 ; 0=constraint, 1=compound |
|
; If 'true', offset a linkset's origin based on mass of linkset parts. |
LinksetOffsetCenterOfMass = false |
|
; If 'true', turn scuplties into meshes |
MeshSculptedPrim = true |
|
; If 'true', force simple prims (box and sphere) to be meshed |
; If 'false', the Bullet native special case shape is used for square rectangles |
; and even dimensioned spheres. |
ForceSimplePrimMeshing = false |
|
; If 'true', when creating meshes, remove all triangles that have two equal vertexes. |
; Happens often in sculpties. If turned off, there will be some doorways |
; that cannot be walked through. |
ShouldRemoveZeroWidthTriangles = true |
|
; If 'true', use convex hull definition in mesh asset if present. |
ShouldUseAssetHulls = true |
|
; If there are thousands of physical objects, these maximums should be increased. |
MaxCollisionsPerFrame = 2048 |
MaxUpdatesPerFrame = 8192 |
|
; Detailed physics debug logging. Very verbose. |
PhysicsLoggingEnabled = False |
PhysicsLoggingDir = "." |
VehicleLoggingEnabled = False |
|
|
[RemoteAdmin] |
enabled = false |
|
; Set this to a nonzero value to have remote admin use a different port |
port = 0 |
|
; Set this to the ip address that you want the admin server to bind to |
bind_ip_address = "0.0.0.0" |
|
; This password is required to make any XMLRPC call (should be set as the "password" parameter) |
access_password = unknown |
|
; List the IP addresses allowed to call RemoteAdmin |
; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin. |
; access_ip_addresses = 0.0.0.0, 0.0.0.0 ... |
; access_ip_addresses = |
|
; set this variable to true if you want the create_region XmlRpc |
; call to unconditionally enable voice on all parcels for a newly |
; created region [default: false] |
create_region_enable_voice = false |
|
; set this variable to false if you want the create_region XmlRpc |
; call to create all regions as private per default (can be |
; overridden in the XmlRpc call) [default: true] |
create_region_public = false |
|
; the create_region XmlRpc call uses region_file_template to generate |
; the file name of newly create regions (if they are created |
; persistent). the parameter available are: |
; {0} - X location |
; {1} - Y location |
; {2} - region UUID |
; {3} - region port |
; {4} - region name with " ", ":", "/" mapped to "_" |
region_file_template = "{0}x{1}-{2}.ini" |
|
; we can limit the number of regions that XmlRpcCreateRegion will |
; allow by setting this to a positive, non-0 number: as long as the |
; number of regions is below region_limits, XmlRpcCreateRegion will |
; succeed. setting region_limit to 0 disables the check. |
; default is 0 |
;region_limit = 0 |
|
; enable only those methods you deem to be appropriate using a | delimited whitelist |
; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml |
; if this parameter is not specified but enabled = true, all methods will be available |
enabled_methods = all |
|
; specify the default appearance for an avatar created through the remote admin interface |
; This will only take effect is the file specified by the default_appearance setting below exists |
;default_male = Default Male |
;default_female = Default Female |
|
; update appearance copies inventory items and wearables of default avatars. if this value is false |
; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts |
; subfolders are copied. the receiver will wear the same items the default avatar did wear. |
;copy_folders = false |
|
; path to default appearance XML file that specifies the look of the default avatars |
;default_appearance = default_appearance.xml |
|
|
; RestPlugins are not currently operational. |
;[RestPlugins] |
; ; Change this to true to enable REST Plugins. This must be true if you wish to use |
; ; REST Region or REST Asset and Inventory Plugins |
; enabled = false |
; god_key = SECRET |
; prefix = /admin |
|
|
;[RestRegionPlugin] |
; ; Change this to true to enable the REST Region Plugin |
; enabled = false |
|
|
;[RestHandler] |
; ; Change this to true to enable the REST Asset and Inventory Plugin |
; enabled = false |
; authenticate = true |
; secured = true |
; extended-escape = true |
; realm = OpenSim REST |
; dump-asset = false |
; path-fill = true |
; dump-line-size = 32 |
; flush-on-error = true |
|
|
; IRC bridge is experimental, so if it breaks... keep both parts... yada yada |
; also, not good error detection when it fails |
[IRC] |
enabled = false; you need to set this to true otherwise it won't connect |
;server = name.of.irc.server.on.the.net |
;; user password - only use this if the server requires one |
;password = mypass |
;nick = OpenSimBotNameProbablyMakeThisShorter |
;channel = #the_irc_channel_you_want_to_connect_to |
;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot" |
;port = 6667 |
;; channel to listen for configuration commands |
;commands_enabled = false |
;command_channel = 2777 |
;report_clients = true |
;; relay private chat connections |
;; relay_private_channels = true: will relay IRC chat from/to private in-world channels |
;; relay_private_channel_out -- channel to send messages out to the IRC bridge |
;; relay_private_channel_in -- channel to receive message from the IRC bridge |
;; relay_chat = false: IRC bridge will not relay normal chat |
;; access_password -- simple security device |
;; |
;; so, to just relay chat from an IRC channel to in-world region and vice versa: |
;; |
;; relay_private_channels = false |
;; relay_chat = true |
;; |
;; to relay chat only to/from private in-world channels: |
;; |
;; relay_chat = false |
;; relay_private_channels = true |
;; relay_private_channel_in = 2226 |
;; relay_private_channel_out = 2225 |
;; |
;; in this example, all chat coming in from IRC will be send out via |
;; in-world channel 2226, and all chat from in-world channel 2225 will |
;; be relayed to the IRC channel. |
;; |
;relay_private_channels = false |
;relay_private_channel_in = 2226 |
;relay_private_channel_out = 2225 |
;relay_chat = true |
;access_password = foobar |
|
;;fallback_region = name of "default" region |
;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message |
;; must start with "PRIVMSG {0} : " or irc server will get upset |
;;for <bot>:<user in region> :<message> |
;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}" |
;;for <bot>:<message> - <user of region> : |
;msgformat = "PRIVMSG {0} : {3} - {1} of {2}" |
;;for <bot>:<message> - from <user> : |
;;msgformat = "PRIVMSG {0} : {3} - from {1}" |
|
;; exclude_list allows you to stop the IRC connector from announcing the |
;;arrival and departure of certain users. For example: admins, bots. |
|
;exclude_list=User 1,User 2,User 3 |
|
;;Shows modal alertbox for entering agent on IRC enabled regions |
;; |
;; Enable Alert, default = false |
;alert_show = false |
;; |
;; Show IRC serverinfo, default = true |
;alert_show_serverinfo = true |
;; |
;alert_msg_pre = "This region is linked to Irc." |
;alert_msg_post = "Everything you say in public chat can be listened." |
|
|
; The following settings control the progression of daytime |
; in the Sim. The defaults are the same as the commented out settings |
[Sun] |
; number of wall clock hours for an opensim day. 24.0 would mean realtime |
;day_length = 4 |
; Year length in days |
;year_length = 60 |
; Day to Night Ratio |
;day_night_offset = 0.45 |
; send a Sun update every update_interval # of frames. A lower number will |
; make for smoother sun transition at the cost of network |
;update_interval = 100 |
|
|
[Wind] |
; Enables the wind module. Default is true |
enabled = true |
|
; How often should wind be updated, as a function of world frames. Approximately 50 frames a second |
wind_update_rate = 150 |
|
; The Default Wind Plugin to load |
wind_plugin = SimpleRandomWind |
|
; These settings are specific to the ConfigurableWind plugin |
; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following. |
; avg_strength = 5.0 |
; avg_direction = 0.0 |
; var_strength = 0.0 |
; var_direction = 0.0 |
; rate_change = 1.0 |
|
; This setting is specific to the SimpleRandomWind plugin |
; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0 |
strength = 1.0 |
|
|
[Cloud] |
; Enable this to generate classic particle clouds above the sim. |
; default is disabled - turn it on here |
enabled = false |
|
; Density of cloud cover 0.0 to 1.0 Defult 0.5 |
density = 0.5 |
|
; update interval for the cloud cover data returned by llCloud(). |
; default is 1000 |
cloud_update_rate = 1000 |
|
|
[LightShare] |
; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer. |
; It has no ill effect on viewers which do not support server-side windlight settings. |
enable_windlight = false |
|
|
[Trees] |
; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying |
; default is false |
active_trees = false |
|
; Density of tree population |
tree_density = 1000.0 |
|
|
[VectorRender] |
; the font to use for rendering text (default: Arial) |
; font_name = "Arial" |
|
|
[LL-Functions] |
; Set the following to true to allow administrator owned scripts to execute console commands |
; currently unused |
; AllowosConsoleCommand=false |
|
; Are god functions such as llSetObjectPermMask() allowed? If true then gods and only gods have access to these functions. |
; If false then gods cannot execute these functions either. |
AllowGodFunctions = false |
|
; Maximum number of llListen events we allow over the entire region. |
; Set this to 0 to have no limit imposed |
max_listens_per_region = 1000 |
|
; Maximum number of llListen events we allow per script |
; Set this to 0 to have no limit imposed. |
max_listens_per_script = 64 |
|
; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL()) |
max_external_urls_per_simulator = 100 |
|
|
[DataSnapshot] |
; The following set of configs pertains to search. |
; Set index_sims to true to enable search engines to index your searchable data |
; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs |
; default is false |
index_sims = false |
|
; The variable data_exposure controls what the regions expose: |
; minimum: exposes only things explicitly marked for search |
; all: exposes everything |
data_exposure = minimum |
|
; If search is on, change this to your grid name; will be ignored for standalones |
gridname = "OSGrid" |
|
; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast. |
; Later, you may want to increase this to 3600 (1 hour) or more |
default_snapshot_period = 1200 |
|
; This will be created in bin, if it doesn't exist already. It will hold the data snapshots. |
snapshot_cache_directory = "DataSnapshot" |
|
; This semicolon-separated string serves to notify specific data services about the existence |
; of this sim. Uncomment if you want to index your data with this and/or other search providers. |
;data_services="http://metaverseink.com/cgi-bin/register.py" |
|
|
[Economy] |
; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only - |
; The default economy module only implements just enough to allow free actions (transfer of objects, etc). |
; There is no intention to implement anything further in core OpenSimulator. |
; This functionality has to be provided by third party modules. |
|
;; Enables selling things for $0. Default is true. |
SellEnabled = true |
|
;; Money Unit fee to upload textures, animations etc. Default is 0. |
PriceUpload = 0 |
|
;; Money Unit fee to create groups. Default is 0. |
PriceGroupCreate = 0 |
|
; We don't really know what the rest of these values do. These get sent to the client |
; These taken from Agni at a Public Telehub. Change at your own risk. |
ObjectCount = 0 |
PriceEnergyUnit = 100 |
PriceObjectClaim = 10 |
PricePublicObjectDecay = 4 |
PricePublicObjectDelete = 4 |
PriceParcelClaim = 1 |
PriceParcelClaimFactor = 1 |
|
PriceRentLight = 5 |
TeleportMinPrice = 2 |
TeleportPriceExponent = 2 |
EnergyEfficiency = 1 |
PriceObjectRent = 1 |
PriceObjectScaleFactor = 10 |
PriceParcelRent = 1 |
|
|
[XEngine] |
; Enable this engine in this OpenSim instance |
Enabled = true |
|
; How many threads to keep alive even if nothing is happening |
MinThreads = 2 |
|
; How many threads to start at maximum load |
MaxThreads = 100 |
|
; Time a thread must be idle (in seconds) before it dies |
IdleTimeout = 60 |
|
; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest") |
Priority = "BelowNormal" |
|
; Maximum number of events to queue for a script (excluding timers) |
MaxScriptEventQueue = 300 |
|
; Stack size per thread created |
ThreadStackSize = 262144 |
|
; Set this to true (the default) to load each script into a separate |
; AppDomain. Setting this to false will load all script assemblies into the |
; current AppDomain, which will reduce the per-script overhead at the |
; expense of reduced security and the inability to garbage collect the |
; script assemblies |
AppDomainLoading = true |
|
; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false |
; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the |
; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used |
; by scripts have changed. |
; DeleteScriptsOnStartup = false |
|
; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op) |
; co-op will be more stable but this option is currently experimental. |
; If moving from co-op to abort, existing script DLLs will need to be recompiled. |
; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run |
; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/ |
; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile |
ScriptStopStrategy = abort |
|
; Rate to poll for asynchronous command replies (ms) |
; currently unused |
;AsyncLLCommandLoopms = 50 |
|
; Save the source of all compiled scripts |
WriteScriptSourceToDebugFile = false |
|
; Default language for scripts |
DefaultCompileLanguage = lsl |
|
; List of allowed languages (lsl,vb,js,cs) |
; AllowedCompilers=lsl,cs,js,vb. |
; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk. |
AllowedCompilers=lsl |
|
; Compile debug info (line numbers) into the script assemblies |
CompileWithDebugInformation = true |
|
; Allow the user of mod* functions. This allows a script to pass messages |
; to a region module via the modSendCommand() function |
; Default is false |
AllowMODFunctions = false |
|
; Allow the use of os* functions (some are dangerous) |
AllowOSFunctions = false |
|
; Allow the user of LightShare functions |
AllowLightShareFunctions = false |
|
; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe |
OSFunctionThreatLevel = VeryLow |
|
; OS Functions enable/disable |
; For each function, you can add one line, as shown |
; The default for all functions allows them if below threat level |
|
; true allows the use of the function unconditionally |
; Allow_osSetRegionWaterHeight = true |
|
; false disables the function completely |
; Allow_osSetRegionWaterHeight = false |
|
; Comma separated list of UUIDS allows the function for that list of UUIDS |
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb |
|
; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are |
; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel |
; - PARCEL_OWNER: allow if the objectowner is parcelowner |
; - ESTATE_MANAGER: allow if the object owner is a estate manager |
; - ESTATE_OWNER: allow if objectowner is estateowner |
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ... |
|
; You can also use script creators as the uuid |
; Creators_osSetRegionWaterHeight = <uuid>, ... |
|
; If both Allow_ and Creators_ are given, effective permissions |
; are the union of the two. |
|
; Interval (s) between background save of script states |
SaveInterval = 120 |
|
; Interval (s) between maintenance runs (0 = disable) |
MaintenanceInterval = 10 |
|
; Time a script can spend in an event handler before it is interrupted |
EventLimit = 30 |
|
; If a script overruns it's event limit, kill the script? |
KillTimedOutScripts = false |
|
; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested |
; before aborting the thread (such as when an object containing scripts is taken into inventory). |
WaitForEventCompletionOnScriptStop = 1000; |
|
; Sets the multiplier for the scripting delays |
ScriptDelayFactor = 1.0 |
|
; The factor the 10 m distances llimits are multiplied by |
ScriptDistanceLimitFactor = 1.0 |
|
; Maximum length of notecard line read |
; Increasing this to large values potentially opens |
; up the system to malicious scripters |
; NotecardLineReadCharsMax = 255 |
|
; Minimum settable timer interval. Any timer setting less than this is |
; rounded up to this minimum interval. |
; MinTimerInterval = 0.05 |
|
; Sensor settings |
SensorMaxRange = 96.0 |
SensorMaxResults = 16 |
|
; Allow for llCreateLink and llBreakLink to work without asking for permission |
; only enable this in a trusted environment otherwise you may be subject to hijacking |
; AutomaticLinkPermission = false |
|
; Disable underground movement of prims (default true); set to |
; false to allow script controlled underground positioning of |
; prims |
; DisableUndergroundMovement = true |
|
;; Path to script assemblies |
; ScriptEnginesPath = "ScriptEngines" |
|
|
[Concierge] |
; Enable concierge module |
; Default is false |
enabled = false |
|
; name of the concierge |
whoami = "jeeves" |
|
; password for updating the welcome message templates via XmlRpc |
password = SECRET |
|
; regex specifying for which regions concierge service is desired; if |
; empty, then for all |
regions = "^MeetingSpace-" |
|
; for each region that matches the regions regexp you can provide |
; (optionally) a welcome template using format substitution: |
; {0} is replaced with the name of the avatar entering the region |
; {1} is replaced with the name of the region |
; {2} is replaced with the name of the concierge (whoami variable above) |
|
welcomes = /path/to/welcome/template/directory |
|
; Concierge can send attendee lists to an event broker whenever an |
; avatar enters or leaves a concierged region. the URL is subject |
; to format substitution: |
; {0} is replaced with the region's name |
; {1} is replaced with the region's UUID |
broker = "http://broker.place.com/{1}" |
|
|
[MRM] |
; Enables the Mini Region Modules Script Engine. |
; default is false |
Enabled = false |
|
; Runs MRM in a Security Sandbox |
; WARNING: DISABLING IS A SECURITY RISK. |
Sandboxed = true |
|
; The level sandbox to use, adjust at your OWN RISK. |
; Valid values are: |
; * FullTrust |
; * SkipVerification |
; * Execution |
; * Nothing |
; * LocalIntranet |
; * Internet |
; * Everything |
SandboxLevel = "Internet" |
|
; Only allow Region Owners to run MRMs |
; May represent a security risk if you disable this. |
OwnerOnly = true |
|
|
[Hypergrid] |
; Keep it false for now. Making it true requires the use of a special client in order to access inventory |
safemode = false |
|
|
[VivoxVoice] |
; The VivoxVoice module will allow you to provide voice on your |
; region(s). It uses the same voice technology as the LL grid and |
; works with recent LL clients (we have tested 1.22.9.110075, so |
; anything later ought to be fine as well). |
; |
; For this to work you need to obtain an admin account from Vivox |
; that allows you to create voice accounts and region channels. |
|
enabled = false |
|
; vivox voice server |
vivox_server = www.foobar.vivox.com |
|
; vivox SIP URI |
vivox_sip_uri = foobar.vivox.com |
|
; vivox admin user name |
vivox_admin_user = DeepThroat |
|
; vivox admin password |
vivox_admin_password = VoiceG4te |
|
; channel type: "channel" or "positional" |
; - positional: spatial sound (default) |
; - channel: normal "conference call", no spatial sound |
;vivox_channel_type = positional |
|
; channel characteristics (unless you know what you are doing, i'd |
; leave them as they are --- now you WILL muck around with them, |
; huh? sigh) |
|
; channel distance model: |
; 0 - no attenuation |
; 1 - inverse distance attenuation |
; 2 - linear attenuation (default) |
; 3 - exponential attenuation |
;vivox_channel_distance_model = 2 |
|
; channel mode: |
; - "open" (default) |
; - "lecture" |
; - "presentation" |
; - "auditorium" |
;vivox_channel_mode = "open" |
|
; channel roll off: rate of attenuation |
; - a value between 1.0 and 4.0, default is 2.0 |
;vivox_channel_roll_off = 2.0 |
|
; channel max range: distance at which channel is silent |
; - a value between 0 and 160, default is 80 |
;vivox_channel_max_range = 80 |
|
; channel clamping distance: distance before attenuation applies |
; - a value between 0 and 160, default is 10 |
;vivox_channel_clamping_distance = 10 |
|
|
[Groups] |
Enabled = false |
|
; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really |
; apply to the Flotsam/SimianGrid GroupsModule |
Module = Default |
|
; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/ |
; or from the SimianGrid project at http://code.google.com/p/openmetaverse |
;Module = GroupsModule |
|
; Enable Group Notices |
;NoticesEnabled = true |
|
; This makes the Groups modules very chatty on the console. |
DebugEnabled = false |
|
; Groups data is cached for this number of seconds before another request is made to the groups service |
; Set to 0 to disable the cache. |
; Default is 30 seconds |
GroupsCacheTimeout = 30 |
|
; Specify which messaging module to use for groups messaging and if it's enabled |
MessagingModule = GroupsMessagingModule |
;MessagingEnabled = true |
|
; Experimental option to only message cached online users rather than all users |
; Should make large group with few online members messaging faster, as the expense of more calls to ROBUST presence service |
; (Flotsam groups only; in V2 this is always on) |
MessageOnlineUsersOnly = false |
|
; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend |
|
; SimianGrid Service for Groups |
;ServicesConnectorModule = SimianGroupsServicesConnector |
;GroupsServerURI = http://mygridserver.com:82/Grid/ |
|
; Flotsam XmlRpc Service for Groups |
;ServicesConnectorModule = XmlRpcGroupsServicesConnector |
;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php |
|
; XmlRpc Security settings. These must match those set on your backend groups service if the service is using these keys |
;XmlRpcServiceReadKey = 1234 |
;XmlRpcServiceWriteKey = 1234 |
|
; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests, |
; this is a work around fora problem discovered on some Windows based region servers. |
; Only disable keep alive if you see a large number (dozens) of the following Exceptions: |
; System.Net.WebException: The request was aborted: The request was canceled. |
; XmlRpcDisableKeepAlive = false |
|
; Minimum user level required to create groups |
;LevelGroupCreate = 0 |
|
|
[PacketPool] |
;RecyclePackets = true; |
;RecycleDataBlocks = true; |
|
; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets. |
; This reduces data churn |
RecycleBaseUDPPackets = true |
|
|
[InterestManagement] |
; This section controls how state updates are prioritized for each client |
; Valid values are BestAvatarResponsiveness, Time, Distance, |
; SimpleAngularDistance, and FrontBack |
UpdatePrioritizationScheme = BestAvatarResponsiveness |
ReprioritizationEnabled = true |
ReprioritizationInterval = 2000.0 |
RootReprioritizationDistance = 10.0 |
ChildReprioritizationDistance = 20.0 |
|
|
[Monitoring] |
; Enable region monitoring |
; If true, this will print out an error if more than a minute has passed since the last simulator frame |
; Also is another source of region statistics provided via the regionstats URL |
Enabled = true |
|
|
[WebStats] |
; View region statistics via a web page |
; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page |
; Use a web browser and type in the "Login URI" + "/SStats/" |
; For example- http://127.0.0.1:9000/SStats/ |
; enabled=false |
|
|
[MediaOnAPrim] |
; Enable media on a prim facilities |
Enabled = true; |
|
|
[NPC] |
;; Enable Non Player Character (NPC) facilities |
Enabled = false |
|
|
[Terrain] |
InitialTerrain = "pinhead-island" |
|
|
;; |
;; If you are using a simian grid frontend you can enable |
;; this module to upload tile images for the mapping fn |
;; |
[SimianGridMaptiles] |
Enabled = False |
MaptileURL = "http://www.mygrid.com/Grid/" |
RefreshTime = 3600 |
|
|
;; |
;; JsonStore module provides structured store for scripts |
;; |
[JsonStore] |
Enabled = False |
|
;; Enable direct access to the SOP dynamic attributes |
EnableObjectStore = False |
MaxStringSpace = 0 |
|
|
;; |
;; These are defaults that are overwritten below in [Architecture]. |
;; These defaults allow OpenSim to work out of the box with |
;; zero configuration |
;; |
[AssetService] |
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll" |
AssetLoaderArgs = "assets/AssetSets.xml" |
|
; Disable this to prevent the default asset set from being inserted into the |
; asset store each time the region starts |
AssetLoaderEnabled = true |
|
|
[GridService] |
;; default standalone, overridable in StandaloneCommon.ini |
StorageProvider = "OpenSim.Data.Null.dll:NullRegionData" |
|
|
[AutoBackupModule] |
;; default is module is disabled at the top level |
AutoBackupModuleEnabled = false |
|
|
[Sounds] |
;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule} |
Module = OpenSim.Region.CoreModules.dll:SoundModule |
|
;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0} |
MaxDistance = 100.0 |
|
|
[ServiceThrottle] |
;; Default time interval (in ms) for the throttle service thread to wake up |
Interval = 5000 |
|
|
[Modules] |
Include-modules = "addon-modules/*/config/*.ini" |