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