Merge branch 'master' into httptests

This commit is contained in:
UbitUmarov
2016-11-16 13:07:23 +00:00
42 changed files with 788 additions and 7947 deletions

View File

@@ -128,9 +128,16 @@
; Increasing this number will increase memory usage.
MaxPrimUndos = 20
; Minimum size for non-physical prims.This can be overridden in the region config file (as
; NonPhysicalPrimMin!).
; NonPhysicalPrimMin = 0.001
; Maximum size of non physical prims. Affects resizing of existing prims. This can be overridden in the region config file (as NonPhysicalPrimMax!).
NonPhysicalPrimMax = 256
; Minimum size where a prim can be physical. This can be overridden in the region config file.
; PhysicalPrimMin = 0.01
; Maximum size of physical prims. Affects resizing of existing prims. This can be overridden in the region config file.
PhysicalPrimMax = 64
@@ -304,14 +311,27 @@
; ## SCRIPT ENGINE
; ##
;; Default script engine to use. Currently, we only have XEngine
DefaultScriptEngine = "XEngine"
; Http proxy setting for llHTTPRequest and dynamic texture loading, if
; required
; HttpProxy = "http://proxy.com:8080"
; 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 ';'
; HttpProxyExceptions = ".mydomain.com;localhost"
; ##
; ## EMAIL MODULE
; ##
;; The email module requires some configuration. It needs an SMTP
;; server to send mail through.
;emailmodule = DefaultEmailModule
; ##
; ## ANIMATIONS
; ##
@@ -324,6 +344,10 @@
; won't look right until the physics engine supports it
; (i.e delays takeoff for a moment)
; #
; # statistics
; #
; Simulator statistics are output to the console periodically at debug level INFO.
; Setting this to zero disables this output.
; LogShowStatsSeconds = 3600
@@ -362,16 +386,41 @@
; system with reduced logging
LogOverloads = True
; #
; # Telehubs
; #
; SpawnPointRouting adjusts the landing for incoming avatars.
; "closest" will place the avatar at the SpawnPoint located in the closest
; available spot to the destination (typically map click/landmark).
; "random" will place the avatar on a randomly selected spawnpoint;
; "sequence" will place the avatar on the next sequential SpawnPoint
; SpawnPointRouting = closest
; TelehubAllowLandmark allows users with landmarks to override telehub
; routing and land at the landmark coordinates when set to true
; default is false
; TelehubAllowLandmark = false
[Map]
; Map tile options.
; If true, then maptiles are generated using the MapImageModule below.
; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
;GenerateMaptiles = true
;WorldMapModule = "WorldMap"
; The module to use in order to generate map images.
; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
; generate better images.
;MapImageModule = "MapImageModule"
; World map blacklist timeout in seconds
;BlacklistTimeout = 600
; Set to false to not generate any maptiles
;GenerateMaptiles = true
; Refresh (in seconds) the map tile periodically
;MaptileRefresh = 0
@@ -399,6 +448,8 @@
; ## PERMISSIONS
; ##
; Permission modules to use, separated by comma.
; Possible modules are DefaultPermissionsModule, PrimLimitsModule
;permissionmodules = "DefaultPermissionsModule"
; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
@@ -407,12 +458,22 @@
; Default is true
serverside_object_permissions = true
allow_grid_gods = false
; This allows somne control over permissions
; This allows some control over permissions
; please note that this still doesn't duplicate SL, and is not intended to
; This allows grid users with a UserLevel of 200 or more to assume god
; powers in the regions in this simulator.
allow_grid_gods = false
; Allow region owners to assume god powers in their regions
;region_owner_is_god = true
; Allow region managers to assume god powers in regions they manage
;region_manager_is_god = false
; Allow parcel owners to assume god powers in their parcels
; you really may not want this...
;parcel_owner_is_god = false
; Control user types that are allowed to create new scripts
@@ -1078,16 +1139,6 @@
; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
mesh_physical_lod = 16
; ##
; ## Joint support
; ##
; If you would like physics joints to be enabled through a special naming
; convention in the client, set this to true.
; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
; Default is false
;use_NINJA_physics_joints = true
; ##
; ## additional meshing options
; ##
@@ -1097,7 +1148,7 @@
; If you would rather have mesh proxies for simple prims, you can set this to
; true. Note that this will increase memory usage and region startup time.
; Default is false.
;force_simple_prim_meshing = true
;force_simple_prim_meshing = false
[BulletSim]
@@ -2075,7 +2126,19 @@
[NPC]
;; Enable Non Player Character (NPC) facilities
Enabled = false
;; several options to control NPCs creation
;; allow NPCs to be created not Owned {true false} default: true
; AllowNotOwned = true
;; allow NPCs to set to be sensed as Avatars {true false} default: true
; AllowSenseAsAvatar = true
;; allow NPCs to created cloning any avatar in region {true false} default: true
; AllowCloneOtherAvatars = true
;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
; NoNPCGroup = true
[Terrain]
; Values can be "pinhead-island" or "flat"