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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs OpenSim/Region/Physics/Meshing/Meshmerizer.cs
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@@ -217,10 +217,10 @@
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; to false if you have compatibility problems.
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;CacheSculptMaps = true
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; Choose one of the physics engines below
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; OpenDynamicsEngine is by some distance the most developed physics engine
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; basicphysics effectively does not model physics at all, making all objects phantom
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; Choose one of the physics engines below.
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; OpenDynamicsEngine is by some distance the most developed physics engine.
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; BulletSim is a high performance, up-and-coming physics engine.
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; basicphysics effectively does not model physics at all, making all objects phantom.
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physics = OpenDynamicsEngine
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;physics = basicphysics
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;physics = POS
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@@ -904,15 +904,18 @@
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[BulletSim]
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; World parameters
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DefaultFriction = 0.50
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DefaultFriction = 0.20
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DefaultDensity = 10.000006836
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DefaultRestitution = 0.0
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Gravity = -9.80665
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TerrainFriction = 0.50
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TerrainHitFriction = 0.8
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TerrainFriction = 0.30
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TerrainHitFraction = 0.8
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TerrainRestitution = 0
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TerrainCollisionMargin = 0.04
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AvatarFriction = 0.2
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AvatarStandingFriction = 0.99
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AvatarRestitution = 0.0
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AvatarDensity = 60.0
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AvatarCapsuleWidth = 0.6
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@@ -926,27 +929,15 @@
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LinearDamping = 0.0
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AngularDamping = 0.0
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DeactivationTime = 0.2
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LinearSleepingThreshold = 0.8
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AngularSleepingThreshold = 1.0
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CcdMotionThreshold = 0.0
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CcdSweptSphereRadius = 0.0
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ContactProcessingThreshold = 0.1
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; If setting a pool size, also disable dynamic allocation (default pool size is 4096 with dynamic alloc)
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MaxPersistantManifoldPoolSize = 0
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ShouldDisableContactPoolDynamicAllocation = False
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ShouldForceUpdateAllAabbs = False
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ShouldRandomizeSolverOrder = True
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ShouldSplitSimulationIslands = True
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ShouldEnableFrictionCaching = False
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NumberOfSolverIterations = 0
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CollisionMargin = 0.04
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; Linkset constraint parameters
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LinkImplementation = 1 ; 0=constraint, 1=compound
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LinkConstraintUseFrameOffset = False
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LinkConstraintEnableTransMotor = True
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LinkConstraintTransMotorMaxVel = 5.0
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LinkConstraintTransMotorMaxForce = 0.1
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; Whether to mesh sculpties
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MeshSculptedPrim = true
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