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
This commit is contained in:
Melanie
2012-07-11 03:56:50 +01:00
39 changed files with 962 additions and 314 deletions

View File

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

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