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set ubODE as default physics engine
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@@ -241,18 +241,18 @@
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;; Select a mesher here.
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;;
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;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
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;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} ubODEMeshmerizer
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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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;; Usually this is only a box or a sphere
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;; Default is Meshmerizer
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; meshing = Meshmerizer
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; meshing = ZeroMesher
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;; select ubODEMeshmerizer only with ubOde physics engine
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;; Must select ubODEMeshmerizer with ubOde physics engine
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; meshing = ubODEMeshmerizer
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;; Choose one of the physics engines below
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;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
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;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} ubODE
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;; BulletSim is the default physics engine. It provides the best performance and most functionality.
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;; BulletSim supports varregions.
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;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
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@@ -262,7 +262,6 @@
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; physics = BulletSim
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; physics = basicphysics
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; physics = POS
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;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
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; physics = ubODE
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; ubODE does allocate a lot of memory on stack. On linux you may need to increase its limit
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@@ -268,13 +268,12 @@
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;
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;
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; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
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; Usually this is only a box
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; select ubODEMeshmerizer with and only with ubOde physics engine
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; Usually this is only a box or a sphere
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; meshing = ubODEMeshmerizer
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meshing = Meshmerizer
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; meshing = Meshmerizer
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;meshing = ZeroMesher
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;; select ubODEMeshmerizer only with ubOde physics engine
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; meshing = ubODEMeshmerizer
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;; Must select ubODEMeshmerizer with ubOde physics engine
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meshing = ubODEMeshmerizer
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; Path to decoded sculpty maps
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; Defaults to "j2kDecodeCache
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@@ -293,11 +292,11 @@
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;; It continues to provide a workable physics implementation. It does not currently support varregions.
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;; basicphysics effectively does not model physics at all, making all objects phantom.
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;; Default is BulletSim
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physics = BulletSim
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; physics = BulletSim
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;physics = modified_BulletX
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;physics = basicphysics
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;physics = POS
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; physics = ubODE
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physics = ubODE
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; ##
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; ## SCRIPT ENGINE
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