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Merge branch 'master' into careminster
Conflicts: OpenSim/Framework/Watchdog.cs OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
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@@ -61,17 +61,20 @@
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;; Place to create a PID file
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; PIDFile = "/tmp/my.pid"
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;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
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;; Determine where OpenSimulator looks for the files which tell it
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;; which regions to server
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;; Default is "filesystem"
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; region_info_source = "filesystem"
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; region_info_source = "web"
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;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
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;; Determines where the region XML files are stored if you are loading
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;; these from the filesystem.
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;; Defaults to bin/Regions in your OpenSimulator installation directory
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; regionload_regionsdir="C:\somewhere\xmlfiles\"
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;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
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;; Determines the page from which regions xml is retrieved if you are
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;; loading these from the web.
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;; The XML here has the same format as it does on the filesystem
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@@ -92,6 +95,7 @@
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;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
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; PhysicalPrimMax = 10
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;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
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;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
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;; This can be overriden in the region config file.
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; ClampPrimSize = false
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@@ -117,6 +121,7 @@
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;; This will likely break them
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; CombineContiguousRegions = false
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;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
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;; If you have only one region in an instance, or to avoid the many bugs
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;; that you can trigger in modules by restarting a region, set this to
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;; true to make the entire instance exit instead of restarting the region.
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@@ -131,14 +136,17 @@
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;; If both of these values are set to zero then persistence of all changed
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;; objects will happen on every sweep.
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;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
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;; Objects will be considered for persistance in the next sweep when they
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;; have not changed for this number of seconds.
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; MinimumTimeBeforePersistenceConsidered = 60
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;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
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;; Objects will always be considered for persistance in the next sweep
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;; if the first change occurred this number of seconds ago.
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; MaximumTimeBeforePersistenceConsidered = 600
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;# {see_into_this_sim_from_neighbor} {} {Should avatars in neighbor sims see objects in this sim?} {true false} true
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;; Should avatars in neighbor sims see objects in this sim?
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; see_into_this_sim_from_neighbor = true
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@@ -153,6 +161,7 @@
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;; Note that only the ODE physics engine currently deals with meshed
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;; prims in a satisfactory way.
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;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
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;; ZeroMesher is faster but leaves the physics engine to model the mesh
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;; using the basic shapes that it supports.
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;; Usually this is only a box.
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@@ -161,6 +170,7 @@
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; meshing = ZeroMesher
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;; Choose one of the physics engines below
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;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
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;; OpenDynamicsEngine is by some distance the most developed physics engine
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;; BulletSim is incomplete and experimental but in active development
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;; basicphysics effectively does not model physics at all, making all objects phantom
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@@ -184,38 +194,52 @@
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;; If set to true, then all permissions checks are carried out
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; serverside_object_permissions = true
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;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
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;; This allows users with a UserLevel of 200 or more to assume god
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;; powers in the regions in this simulator.
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; allow_grid_gods = false
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;; This allows some control over permissions
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;; please note that this still doesn't duplicate SL, and is not intended to
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;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
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;; Allow region owners to assume god powers in their regions
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; region_owner_is_god = true
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;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
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;; Allow region managers to assume god powers in regions they manage
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; region_manager_is_god = false
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;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
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;; Allow parcel owners to assume god powers in their parcels
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; parcel_owner_is_god = true
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;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
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;; More control over permissions
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;; This is definitely not SL!
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; Provides a simple control for land owners to give build rights to specific avatars
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; in publicly accessible parcels that disallow object creation in general.
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; Owners specific avatars by adding them to the Access List of the parcel
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; without having to use the Groups feature
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;; Provides a simple control for land owners to give build rights to specific avatars
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;; in publicly accessible parcels that disallow object creation in general.
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;; Owners specific avatars by adding them to the Access List of the parcel
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;; without having to use the Groups feature
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; simple_build_permissions = false
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;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
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;; Default script engine to use. Currently, we only have XEngine
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; DefaultScriptEngine = "XEngine"
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;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
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;; Map tile options. You can choose to generate no map tiles at all,
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;; generate normal maptiles, or nominate an uploaded texture to
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;; be the map tile
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; GenerateMaptiles = true
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;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
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;; If desired, a running region can update the map tiles periodically
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;; to reflect building activity. This names no sense of you don't have
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;; prims on maptiles. Value is in seconds.
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; MaptileRefresh = 0
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;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
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;; If not generating maptiles, use this static texture asset ID
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; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
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@@ -228,9 +252,11 @@
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;; got a large number of objects, so you can turn it off here if you'd like.
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; DrawPrimOnMapTile = true
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;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
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;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required
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; HttpProxy = "http://proxy.com:8080"
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;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
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;; If you're using HttpProxy, then you can set HttpProxyExceptions to a list of regular expressions for URLs that you don't want to go through the proxy
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;; For example, servers inside your firewall.
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;; Separate patterns with a ';'
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@@ -254,7 +280,8 @@
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;; default is false
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; TelehubAllowLandmark = false
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;# Comma separated list of viewers which may gain access to the regions.
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;# {AllowedViewerList} {} {Comma separated list of allowed viewers} {}
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;; Comma separated list of viewers which may gain access to the regions.
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;; One can use a Substring of the viewer name to enable only certain subversions
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;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
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;; - "Imprudence" has access
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@@ -262,6 +289,7 @@
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;; - "Imprudence 1.3.1" has no access
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;; AllowedViewerList =
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;# {BannedViewerList} {} {Comma separated list of banned viewers} {}
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;# Comma separated list of viewers which may not gain access to the regions.
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;; One can use a Substring of the viewer name to disable only certain subversions
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;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
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@@ -276,16 +304,30 @@
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; If these values are uncommented then they will be used to create a default estate as necessary.
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; New regions will be automatically assigned to that default estate.
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;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
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;; Name for the default estate
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; DefaultEstateName = My Estate
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; DefaultEstateOwnerName = FirstName LastName
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; The following parameters will only be used on a standalone system to create an estate owner that does not already exist
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; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random UUID will be assigned.
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; This is normally what you want
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;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
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;; Name for default estate owner
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; DefaultEstateOwnerName = FirstName LastName
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; ** Standalone Estate Settings **
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; The following parameters will only be used on a standalone system to
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; create an estate owner that does not already exist
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;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
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;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
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;; UUID will be assigned. This is normally what you want
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; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
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;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
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;; Email address for the default estate owner
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; DefaultEstateOwnerEMail = owner@domain.com
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;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
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;; Password for the default estate owner
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; DefaultEstateOwnerPassword = password
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@@ -322,10 +364,14 @@
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; SMTP_SERVER_PASSWORD = ""
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[Network]
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;# {ConsoleUser} {} {User name for console account} {}
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;; Configure the remote console user here. This will not actually be used
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;; unless you use -console=rest at startup.
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; ConsoleUser = "Test"
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;# {ConsolePass} {} {Password for console account} {}
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; ConsolePass = "secret"
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;# {console_port} {} {Port for console connections} {} 0
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; console_port = 0
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;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
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@@ -389,11 +435,14 @@
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[SimulatorFeatures]
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;# {MapImageServerURI} {} {URL for the map server} {}
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; Experimental new information sent in SimulatorFeatures cap for Kokua viewers
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; meant to override the MapImage and search server url given at login, and varying
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; on a sim-basis.
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; Viewers that don't understand it, will ignore it
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;MapImageServerURI = "http://127.0.0.1:9000/"
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;# {SearchServerURI} {} {URL of the search server} {}
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;SearchServerURI = "http://127.0.0.1:9000/"
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@@ -587,6 +636,7 @@
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[Economy]
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;# {SellEnabled} {} {Enable selling for 0?} {true false} true
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; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
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; There is no intention to implement anything further in core OpenSimulator.
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; This functionality has to be provided by third party modules.
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@@ -594,9 +644,11 @@
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;; Enables selling things for $0. Default is true.
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; SellEnabled = true
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;# {PriceUpload} {} {Price for uploading?} {} 0
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;; Money Unit fee to upload textures, animations etc. Default is 0.
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; PriceUpload = 0
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;# {PriceGroupCreate} {} {Fee for group creation} {} 0
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;; Money Unit fee to create groups. Default is 0.
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; PriceGroupCreate = 0
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@@ -706,32 +758,41 @@
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; If both Allow_ and Creators_ are given, effective permissions
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; are the union of the two.
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;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
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;; Time a script can spend in an event handler before it is interrupted
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; EventLimit = 30
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;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
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;; If a script overruns it's event limit, kill the script?
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; KillTimedOutScripts = false
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;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
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;; Sets the multiplier for the scripting delays
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; ScriptDelayFactor = 1.0
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;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
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;; The factor the 10 m distances limits are multiplied by
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; ScriptDistanceLimitFactor = 1.0
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;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
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;; Maximum length of notecard line read
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;; Increasing this to large values potentially opens
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;; up the system to malicious scripters
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; NotecardLineReadCharsMax = 255
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;# {SensorMaxRange} {} {Sensor range} {} 96.0
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;; Sensor settings
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; SensorMaxRange = 96.0
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;# {SensorMaxResults} {} {Max sensor results returned?} {}
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; SensorMaxResults = 16
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;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
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;; Disable underground movement of prims (default true); set to
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;; false to allow script controlled underground positioning of
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;; prims
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; DisableUndergroundMovement = true
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;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
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;; Path to script engine assemblies
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;; Default is ./bin/ScriptEngines
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; ScriptEnginesPath = "ScriptEngines"
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