Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
This commit is contained in:
Melanie
2013-06-04 21:09:25 +01:00
34 changed files with 4571 additions and 268 deletions

View File

@@ -373,6 +373,19 @@
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
@@ -917,56 +930,49 @@
;force_simple_prim_meshing = true
[BulletSim]
; World parameters
; 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.. the c++ is much faster.
; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster.
BulletEngine = "bulletunmanaged"
; BulletEngine = "bulletxna"
; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine,
; you will want to switch to the heightfield option
TerrainImplementation = 1
; TerrainImplementation = 0
; Terrain Implementation
TerrainImplementation = 1 ; 0=Heightfield, 1=mesh
; 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
Gravity = -9.80665
; 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
TerrainFriction = 0.30
TerrainHitFraction = 0.8
TerrainRestitution = 0
TerrainCollisionMargin = 0.04
AvatarFriction = 0.2
AvatarStandingFriction = 0.95
AvatarRestitution = 0.0
AvatarDensity = 3.5
AvatarCapsuleWidth = 0.6
AvatarCapsuleDepth = 0.45
AvatarCapsuleHeight = 1.5
AvatarContactProcessingThreshold = 0.1
MaxObjectMass = 10000.01
CollisionMargin = 0.04
; Linkset implmentation
; 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
; Whether to mesh sculpties
; 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
; Bullet step parameters
MaxSubSteps = 10
FixedTimeStep = .01667
; 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
; Detailed physics debug logging. Very verbose.
PhysicsLoggingEnabled = False
PhysicsLoggingDir = "."
VehicleLoggingEnabled = False