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opensim/bin/OpenSimDefaults.ini
2024-08-16 23:04:40 +01:00

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INI

; This file contains defaults for various settings in OpenSimulator. These can be overriden
; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
[Startup]
; Console prompt
; Certain special characters can be used to customize the prompt
; Currently, these are
; \R - substitute region name
; \\ - substtitue \
ConsolePrompt = "Region (\R) "
; Console commands can be saved to a file, so the command history persists after a restart. (default is true)
ConsoleHistoryFileEnabled = true
; Log file location. This can be set to a simple file path
; LogFile = OpenSim.log
; The history file can be just a filename (relative to OpenSim's bin/ directory
; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
; How many lines of command history should we keep? (default is 100)
ConsoleHistoryFileLines = 100
; Time stamp commands in history file (default false)
; ConsoleHistoryTimeStamp = false
; Set this to true if you want to log crashes to disk
; this can be useful when submitting bug reports.
; However, this will only log crashes within OpenSimulator that cause the entire program to exit
; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
; You will need to capture these native stack traces by recording the session log itself.
save_crashes = false
; Directory to save crashes to if above is enabled
; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
crash_dir = "crashes"
; Place to create a PID file
; PIDFile = "/tmp/OpenSim.exe.pid"
; Console commands run at startup
startup_console_commands_file = "startup_commands.txt"
; Console commands run on shutdown
shutdown_console_commands_file = "shutdown_commands.txt"
; Console commands run every 20 minutes
; timer_Script = "filename"
; timer_Script time interval (default 20 min)
; The time is 60 per minute
; timer_Interval = 1200
; ##
; ## SYSTEM
; ##
; Sets the method that OpenSim will use to fire asynchronous
; events. Valid values are ,
; QueueUserWorkItem, SmartThreadPool, and Thread.
async_call_method = SmartThreadPool
; Max threads to allocate on the FireAndForget thread pool
; when running with the SmartThreadPool option above
MaxPoolThreads = 300
; Allow certain jobs to be run consecutively in a job engine rather than always concurrently.
; This improves performance in regions with large numbers of connections (in the hundreds).
JobEngineEnabled = true
; Plugin Registry Location
; Set path to directory for plugin registry. Information about the
; registered repositories and installed plugins will be stored here.
; The OpenSim.exe process must have R/W access to the location.
RegistryLocation = "."
; Used by region module addins. You can set this to outside bin, so that addin
; configurations will survive updates. The OpenSim.exe process must have R/W access
; to the location.
ConfigDirectory = "."
; ##
; ## CLIENTS
; ##
; Set this to the DLL containing the client stack to use.
clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
; ##
; ## REGIONS
; ##
; Determine where OpenSimulator looks for the files which tell it which regions to server
; Defaults to "filesystem" if this setting isn't present
region_info_source = "filesystem"
; region_info_source = "web"
; Determines where the region XML files are stored if you are loading these from the filesystem.
; Defaults to bin/Regions in your OpenSimulator installation directory
; regionload_regionsdir="C:\somewhere\xmlfiles\"
; Determines the page from which regions xml is retrieved if you are loading these from the web
; The XML here has the same format as it does on the filesystem (including the <Root> tag),
; except that everything is also enclosed in a <Regions> tag.
; regionload_webserver_url = "http://example.com/regions.xml"
;; Allow the simulator to start up if there are no region configuration available
;; from the selected region_info_source.
allow_regionless = false
;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
see_into_region = true
;; use legacy math for sittarget offset "correction"
;; set this option to false to use improved math more compatibility with SL.
;; keep it true if you have many old objects with sits set by scripts.
;; the offset in question is added to the SitTarget to find the sitting avatar position.
;; acording to its size, etc.
; LegacySitOffsets = true
; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
; 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
; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
; This can be overridden in the region config file.
ClampPrimSize = false
; If a prim is loaded from an external source, clamp it to Z = 0 if Z is negative.
ClampNegativeZ = false
; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
; This can be overridden in the region config file.
LinksetPrims = 0
; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
; This only applies when crossing to a region running in a different simulator.
; For crossings where the regions are on the same simulator the script is always kept running.
AllowScriptCrossing = true
; Allow compiled script binary code to cross region boundaries.
; If you set this to "true", any region that can teleport to you can
; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
; YOU HAVE BEEN WARNED!!!
TrustBinaries = false
; the default view range. Viewers override this ( no major effect still )
;DefaultDrawDistance = 255.0
; limit the maximum view range ( no effect still (does limit MaxRegionsViewDistance) )
;MaxDrawDistance = 512
; Other regions visibility depends on avatar position and view range
; the view range considered is limited the maximum and minimum distances
; if you set MaxRegionsViewDistance to zero, other regions will not be seen, and crossing to them is disabled
;MaxRegionsViewDistance = 255
;MinRegionsViewDistance = 96
; If you have only one region in an instance, or to avoid the many bugs
; that you can trigger in modules by restarting a region, set this to
; true to make the entire instance exit instead of restarting the region.
; This is meant to be used on systems where some external system like
; Monit will restart any instance that exits, thereby making the shutdown
; into a restart.
InworldRestartShutsDown = false
; Use of normalized 55FPS statistics
; Opensim does not have a frame rate control like other simulators.
; Most parameters that control timing can be configurable region by region.
; To achieve closer compatibility with values expected by viewers, scripts and users
; some parameters are converted to a equivalent per frame value.
; Additionally, they are scaled to values they would have on a system running at a nominal 55 frames per second rate.
; The scale factor it 55 * FrameTime, corresponding to 5 with default configuration
; You can choose to show the true physics FPS to viewers by setting Normalized55FPS to false.
; Normalized55FPS = true
; Main Frame time
; This defines the rate of several simulation events.
; Default value should meet most needs.
; It can be reduced to improve the simulation of moving objects, with possible increase of cpu and network loads.
; It should not be less than the physics engine step time.
; Being a integer multiple of it may reduce some jitter in reported physics FPS.
; changing this value, you need to change some of the following *EveryNFrames so their actions timing remains the same
FrameTime = 0.0909
; The values below represent the percentage of the target frame time that,
; when underrun, should trigger yellow or red in the lag meter.
; Less than 60% of FPS is amber by default, less then 40% is red.
; These values are advisory. Viewers may choose to not use them but it is
; encouraged that they do.
; FrameTimeWarnPercent = 60
; FrameTimeCritPercent = 40
; Send scheduled updates to objects in the scene
; This must be a whole number
UpdateObjectsEveryNFrames = 1
; Send position/velocity, etc. updates to agents in the scene
; This must be a whole number
UpdateAgentsEveryNFrames = 1
; Apply pending forces from physics calculations to an entity.
; This must be a whole number
UpdateEntityMovementEveryNFrames = 1
; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
; This must be a whole number
UpdateCoarseLocationsEveryNFrames = 50
; Physics simulation execution or syncronization, acording to engine. Should be 1
; This must be a whole number
UpdatePhysicsEveryNFrames = 1
; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
; This must be a whole number
UpdateEventsEveryNFrames = 1
; Send terrain updates to viewers
; This must be a whole number
UpdateTerrainEveryNFrames = 50
; Persitently store any objects which meet the PRIM STORAGE criteria
; This must be a whole number
UpdateStorageEveryNFrames = 200
; Clean up temp on rez objects.
; This must be a whole number
UpdateTempCleaningEveryNSeconds = 180
; ##
; ## PRIM STORAGE
; ##
; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
; prevent frequently changing objects from heavily loading the region data store.
; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
;
; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
MinimumTimeBeforePersistenceConsidered = 60
; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
MaximumTimeBeforePersistenceConsidered = 600
; ##
; ## PHYSICS
; ##
; If true then prims can be collided with by avatars, other prims, etc.
; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
; Also, no prims are subject to physics.
collidable_prim = true
; If true then prims can be made subject to physics (gravity, pushing, etc.).
; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
physical_prim = true
; Select a mesher here.
;
;
; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
; Usually this is only a box
; select ubODEMeshmerizer with and only with ubOde physics engine
; meshing = ubODEMeshmerizer
meshing = Meshmerizer
;meshing = ZeroMesher
;; select ubODEMeshmerizer only with ubOde physics engine
; meshing = ubODEMeshmerizer
; Path to decoded sculpty maps
; Defaults to "j2kDecodeCache
;DecodedSculptMapPath = "j2kDecodeCache"
; if you use Meshmerizer and want sculpt map collisions, setting this to
; to true will store decoded sculpt maps in a special folder in your bin
; folder, which can reduce startup times by reducing asset requests. Some
; versions of mono dont work well when reading the cache files, so set this
; to false if you have compatibility problems.
;CacheSculptMaps = true
;; BulletSim is the default physics engine. It provides the best performance and most functionality.
;; BulletSim supports varregions.
;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
;; It continues to provide a workable physics implementation. It does not currently support varregions.
;; basicphysics effectively does not model physics at all, making all objects phantom.
;; Default is BulletSim
physics = BulletSim
;physics = modified_BulletX
;physics = basicphysics
;physics = POS
; physics = ubODE
; ##
; ## SCRIPT ENGINE
; ##
;; Default script engine to use. Currently, we only have XEngine
;DefaultScriptEngine = "XEngine"
;; new alternative engine
;; see section [YEngine] below
DefaultScriptEngine = "YEngine"
; 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
; ##
; If enabled, enableFlySlow will change the primary fly state to
; FLYSLOW, and the "always run" state will be the regular fly.
enableflyslow = false
; PreJump is an additional animation state, but it probably
; 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
; Simulator Stats URI
; Enable JSON simulator data by setting a URI name (case sensitive)
; Returns regular sim stats (SimFPS, ...)
Stats_URI = "jsonSimStats"
; Simulator StatsManager URI
; Enable fetch of StatsManager registered stats. Fetch is query which can optionally
; specify category, container and stat to fetch. If not selected, returns all of that type.
; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic
; ManagedStatsRemoteFetchURI = "ManagedStats"
; Make OpenSim start all regions with logins disabled. They will need
; to be enabled from the console if this is set
; StartDisabled = false
; Image decoding. Use CSJ2K for layer boundary decoding if true,
; OpenJPEG if false
; UseCSJ2K = true
; Use "Trash" folder for items deleted from the scene
; When set to True (the default) items deleted from the scene will be
; stored in the user's trash or lost and found folder. When set to
; False items will be removed from the scene permanently
UseTrashOnDelete = True
; #
; # Logging
; #
; Force logging when the thread pool approaches an overload condition
; Provides useful data for post-mortem analysis even in a production
; 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
; #
; # SSL selfsigned certificate settings.
; #
; Enable selfsigned certificate creation for local and external use. When set to true, will create a folder SSL\ and 2 sub folders SSL\ssl\ and SSL\src\. Next creates and store an RSA private key in SSL\src\ and the derived selfsigned certificate in SSL\ssl\ folder. Is also possible to renew the certificate on every server restart if CertRenewOnStartup is set to true.
EnableSelfsignedCertSupport = false
; Is free... so why not :). Renew the selfsigned certificate on every server startup ?
CertRenewOnStartup = true
; # Certificate options:
; Set the certificate file name. the output files extensions are CertFileName.p12 and CertFileName.pfx.
CertFileName = "OpenSim"
; Set the certificate password.
CertPassword = "mycertpass"
; The certificate host name (domain or IP of this machine CN). Must be the same as "ExternalHostName" in Regions.ini
CertHostName = "myRegionsExternalHostName"
; The certificate host IP (IP of this machine).
CertHostIp = "127.0.0.1"
; #
; # SSL certificates validation options
; #
; SSL certificate validation options
; you can allow selfsigned certificates or no official CA with next option set to true
; NoVerifyCertChain = true
; you can also bypass the hostname or domain verification
; NoVerifyCertHostname = true
; having both options true does provide encryption but with low security
; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
[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
; Refresh (in seconds) the map tile periodically
;MaptileRefresh = 0
; If not generating maptiles, use this static texture asset ID
;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
; Draw objects on maptile. This step might take a long time if you've got a large number of
; objects, so you can turn it off here if you'd like.
DrawPrimOnMapTile = true
; Use terrain texture for maptiles if true, use shaded green if false
TextureOnMapTile = true
; Texture prims
TexturePrims = true
; Only texture prims that have a diagonal size greater than this number
TexturePrimSize = 48
; Attempt to render meshes and sculpties on the map
RenderMeshes = false
; warp3D rendering height limits for prims (relative to rez position not bounding box)
; prims above RenderMaxHeight are excluded
; valid values: 100 to 4086
;RenderMaxHeight = 4086
; prims below RenderMinHeight are excluded
; valid values: -100 to RenderMaxHeight - 10
;RenderMinHeight = -100
; Show NPCs as green world map dots
;ShowNPCs = true
[Permissions]
; ##
; ## 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
; any item, etc. This may not yet be implemented uniformally.
; If set to true, then all permissions checks are carried out
; Default is true
serverside_object_permissions = true
; 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.
; if you don't trust grid admins, what are you doing there?
allow_grid_gods = true
; 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
; God mode should be turned on in the viewer whenever
; the user has god rights somewhere. They may choose
; to turn it off again, though.
automatic_gods = false
; The user can execute any and all god functions, as
; permitted by the viewer UI, without actually "godding
; up". This is the default state in 0.8.2.
implicit_gods = false
; Control user types that are allowed to create new scripts
; Only enforced if serviceside_object_permissions is true
;
; Current possible values are
; all - anyone can create scripts (subject to normal permissions)
; gods - only administrators can create scripts (as long as allow_grid_gods is true)
; Default value is all
; allowed_script_creators = all
; Control user types that are allowed to edit (save) scripts
; Only enforced if serviceside_object_permissions is true
;
; Current possible values are
; all - anyone can edit scripts (subject to normal permissions)
; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
; Default value is all
; allowed_script_editors = all
; Provides a simple control for land owners to give build rights to specific avatars
; in publicly accessible parcels that disallow object creation in general.
; Owners specific avatars by adding them to the Access List of the parcel
; without having to use the Groups feature
; Disabled by default
; simple_build_permissions = False
; Minimum user level required to upload assets
;LevelUpload = 0
[RegionReady]
; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
enabled = true
; Channel on which to signal region readiness through a message
; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
; - the first field indicating whether this is an initial server startup
; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
; - the third field is a number indicating how many scripts failed to compile
; - "oar error" if supplied, provides the error message from the OAR load
channel_notify = -800
; - disallow logins while scripts are loading
; Instability can occur on regions with 100+ scripts if users enter before they have finished loading
login_disable = true
; - send an alert as json to a service
; alert_uri = "http://myappserver.net/my_handler/"
[EstateManagement]
; If false, then block any region restart requests from the client even if they are otherwise valid.
; Default is true
AllowRegionRestartFromClient = true
; ignore Minors access control. Default true
;IgnoreEstateMinorAccessControl = true;
; ignore payment info control. Default true
;IgnoreEstatePaymentAccessControl = 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
;; set this to false to prevent your users to be sent to unknown
;; web sites by other users on their profiles
; AllowUserProfileWebURLs = true
[SMTP]
enabled = false
;enabled = true
;internal_object_host = lsl.opensim.local
;host_domain_header_from = 127.0.0.1
;SMTP_SERVER_FROM = ""
;SMTP_SERVER_HOSTNAME = 127.0.0.1
;SMTP_SERVER_PORT = 25
;SMTP_SERVER_TLS = false
;SMTP_SERVER_LOGIN = foo
;SMTP_SERVER_PASSWORD = bar
;SMTP_VerifyCertChain = true
;SMTP_VerifyCertNames = true
[Network]
ConsoleUser = "Test"
ConsolePass = "secret"
http_listener_port = 9000
console_port = 0
; ssl config: Experimental!
http_listener_ssl = false ; if set to true main server is replaced by a ssl one
http_listener_sslport = 9001 ; Use this port for SSL connections
; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
; this will change is future
http_listener_cn = "myRegionsExternalHostName"
; if the cert doesnt have a oficial CA or is selfsigned viewers option NoVerifySSLCert need to be set true
http_listener_cert_path = "mycert.p12" ; path for the cert file that is valid for the ExternalHostName
http_listener_cert_pass = "mycertpass" ; the cert passwork
; addicional HTTPS for "Out of band" management applications such as the remote
; admin module or scripts
;
; Create https_listener = "True" will create a listener on the port
; specified. Provide the path to your server certificate along with it's
; password
; https_listener = False
; Set our listener to this port
; https_port = 0
; Path to X509 certificate, can be the same as main or another
; cert_path = "path/to/cert.p12"
; Password for cert
; cert_pass = "password"
; Maximum bytes allowed for HTTP_BODY_MAXLENGTH.
; By default, llHTTPRequest limits the response body to 2048 bytes.
; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
; of HttpBodyMaxLenMAX bytes.
; HttpBodyMaxLenMAX=16384
; Hostname to use in llRequestURL/llRequestSecureURL
; must be a valid hostname for the ssl cert.
; if not defined - llRequestURL/llRequestSecureURL are disabled
; ExternalHostNameForLSL=127.0.0.1
; Disallow the following address ranges for user scripting calls (e.g. llHttpRequest())
; This is based on http://en.wikipedia.org/wiki/Reserved_IP_addresses
; This stops users making HTTP calls to machines in the simulator's local network.
; If you need to allow some LAN calls we recommend you use OutboundDisallowForUserScriptsExcept documented in OpenSim.ini.example
; If you override OutboundDisallowForUserScripts directly you need to be very careful.
;
; Network ranges are specified in CIDR notation (http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation) with multiple entries separated by |
; To specify an individual IP address use the /32 netmask (e.g. 192.168.1.3/32)
; You can also specify individual <addr>:<port> endpoints (e.g. 192.168.1.3:8003)
; If an address if given without a port number then port 80 is assumed.
OutboundDisallowForUserScripts = 0.0.0.0/8|10.0.0.0/8|100.64.0.0/10|127.0.0.0/8|169.254.0.0/16|172.16.0.0/12|192.0.0.0/24|192.0.2.0/24|192.88.99.0/24|192.168.0.0/16|198.18.0.0/15|198.51.100.0/24|203.0.113.0/24|224.0.0.0/4|240.0.0.0/4|255.255.255.255/32
;
; You can also prevent all user script outgoing calls with the following override in OpenSim.ini
;
; OutboundDisallowForUserScripts = 0.0.0.0/0
;
; You can also disable the blacklist entirely with an empty entry
;
; OutboundDisallowForUserScripts = ""
; What is reported as the "X-Secondlife-Shard"
; Defaults to the user server url if not set
; The old default is "OpenSim", set here for compatibility
shard = "OpenSim"
; What is reported as the "User-Agent" when using llHTTPRequest
; Defaults to not sent if not set here. See the notes section in the wiki at
; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
; " (Mozilla Compatible)" to the text where there are problems with a web server
;user_agent = "OpenSim LSL (Mozilla Compatible)"
; OpenSim can send multiple simultaneous requests for services such as asset
; retrieval. However, some versions of mono appear to hang when there are too
; many simultaneous requests, default is 30 and is currently applied only to assets
;MaxRequestConcurrency = 30
[ScriptsHttpRequestModule]
; options for llHttpRequest
; max number of concurrent connections per instance (all scenes), default 8
; MaxPoolThreads = 8
; max requests per second for all scripts on a prim, default 1
;PrimRequestsPerSec = 1.0
; initial unthrottled burst for all scripts on a prim, default 3
;PrimRequestsBurst = 3.0
; max requests per second for the objects owner (per instance), default 25
;PrimOwnerRequestsPerSec = 25.0
; initial unthrottled burst for the objects owner (per instance), default 5
;PrimOwnerRequestsBurst = 5.0
; requests timeout in miliseconds, range 200 to 60000, default 30000
;RequestsTimeOut = 30000
[AccessControl]
; Viewer-based access control. |-separated list of allowed viewers.
; AllowedClients = ""
; Viewer-based access control. |-separated list of denied viewers.
; No restrictions by default.
; DeniedClients = ""
[ClientStack.LindenUDP]
; Maximum outbound bytes per second for a single scene. This can be used to
; throttle total outbound UDP traffic for a simulator. The default value is
; 0, meaning no throttling at the scene level. The example given here is
; 20 megabits
;
;scene_throttle_max_bps = 2500000
; Maximum bytes per second to send to any single client. This will override
; the user's viewer preference settings. The default value is 0, meaning no
; aggregate throttling on clients (only per-category throttling). The
; example given here is 1.5 megabits
;
;client_throttle_max_bps = 187500
; Minimum bytes per second to send to any single client as a result of
; adaptive throttling. Viewer preferences set to a lower number will
; override the settin. The example given here ensures that adaptive
; throttling will never decrease per client bandwidth below 256 kbps.
;
;adaptive_throttle_min_bps = 32000
; Adaptive throttling attempts to limit network overload when multiple
; clients login by starting each connection more slowly. Disabled by
; default
; currently disabled
;enable_adaptive_throttles = false
; TextureSendLimit determines how many packets will be put on
; the lludp outgoing queue each cycle. Like the settings above, this
; is a balance between responsiveness to priority updates and
; total throughput. Higher numbers will give a better
; throughput at the cost of reduced responsiveness to client
; priority changes or transfer aborts
;
;TextureSendLimit = 20
; Quash and remove any light properties from attachments not on the
; hands. This allows flashlights and lanterns to function, but kills
; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
; will also be affected.
;
;DisableFacelights = false
; The time to wait before disconecting an unresponsive client.
; The time is in seconds. The default is one minute
;
;AckTimeout = 60
; The time to wait before disconecting an unresponsive paused client.
; A client can be paused when the file selection dialog is open during file upload.
; This gives extra time to find files via the dialog but will still disconnect if
; the client crashes or loses its network connection
; The time is in seconds. The default is five minutes.
;
;PausedAckTimeout = 300
; Support viewers object cache, default true
; users may need to reduce viewer bandwitdh if some prims or terrain parts fail to rez.
; change to false if you need to use old viewers that do not support this feature
;
; SupportViewerObjectsCache = true
[ClientStack.LindenCaps]
;; Long list of capabilities taken from
;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities
;; Not all are supported by OpenSim. The ones supported are
;; set to localhost. These defaults can be overwritten
;; in OpenSim.ini
;;
Cap_AttachmentResources = "localhost"
Cap_ChatSessionRequest = ""
Cap_CopyInventoryFromNotecard = "localhost"
Cap_DispatchRegionInfo = ""
Cap_EstateAccess = "localhost"
;Cap_EstateChangeInfo = "localhost" broken on viewers
Cap_EnvironmentSettings = "localhost" ; this also controls ExtEnvironment cap
Cap_EventQueueGet = "localhost"
Cap_FetchInventory = ""
Cap_ObjectMedia = "localhost"
Cap_ObjectMediaNavigate = "localhost"
Cap_FetchLib = ""
Cap_FetchLibDescendents = ""
Cap_GetDisplayNames = "localhost"
Cap_GetTexture = "localhost"
Cap_GetMesh = "localhost"
Cap_GetMesh2 = "localhost"
Cap_GetAsset = "localhost"
Cap_GetObjectCost = ""
Cap_GetObjectPhysicsData = ""
Cap_GroupProposalBallot = ""
Cap_GroupMemberData = "localhost"
Cap_HomeLocation = "localhost"
Cap_LandResources = "localhost"
Cap_MapLayer = "localhost"
Cap_MapLayerGod = "localhost"
Cap_NewFileAgentInventory = "localhost"
Cap_NewFileAgentInventoryVariablePrice = "localhost"
Cap_ObjectAdd = "localhost"
Cap_ParcelPropertiesUpdate = "localhost"
Cap_ParcelMediaURLFilterList = ""
Cap_ParcelNavigateMedia = ""
Cap_ParcelVoiceInfoRequest = ""
Cap_ProductInfoRequest = ""
Cap_ProvisionVoiceAccountRequest = ""
Cap_RemoteParcelRequest = "localhost"
Cap_RequestTextureDownload = ""
Cap_SearchStatRequest = ""
Cap_SearchStatTracking = ""
Cap_SendPostcard = ""
Cap_SendUserReport = ""
Cap_SendUserReportWithScreenshot = ""
Cap_ServerReleaseNotes = "localhost"
Cap_SimConsole = ""
Cap_SimulatorFeatures = ""
Cap_SetDisplayName = ""
Cap_StartGroupProposal = ""
Cap_TextureStats = ""
Cap_UntrustedSimulatorMessage = ""
Cap_UpdateAgentInformation = ""
Cap_UpdateAgentLanguage = ""
Cap_UpdateGestureAgentInventory = ""
Cap_UpdateNotecardAgentInventory = "localhost"
Cap_UpdateScriptAgent = "localhost"
Cap_UpdateGestureTaskInventory = ""
Cap_UpdateNotecardTaskInventory = "localhost"
Cap_UpdateScriptTask = "localhost"
Cap_UploadBakedTexture = "localhost"
Cap_UploadObjectAsset = "localhost"
Cap_ViewerStartAuction = ""
Cap_ViewerStats = ""
; Capabilities for fetching inventory over HTTP rather than UDP
; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above)
; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled
Cap_WebFetchInventoryDescendents = ""
Cap_FetchInventoryDescendents2 = "localhost"
Cap_FetchInventory2 = "localhost"
Cap_FetchLib2 = "localhost"
Cap_FetchLibDescendents2 = "localhost"
; Capability for searching for people
Cap_AvatarPickerSearch = "localhost"
[Chat]
; Controls whether the chat module is enabled. Default is true.
enabled = true
; Distance in meters that whispers should travel. Default is 10m
whisper_distance = 10
; Distance in meters that ordinary chat should travel. Default is 20m
say_distance = 20
; Distance in meters that shouts should travel. Default is 100m
shout_distance = 100
[EntityTransfer]
; Allow avatars to cross into and out of the region.
AllowAvatarCrossing = true
; This disables border transfers for objects. When true, objects can be placed outside
; the region's border without being transferred to another simulator.
DisableObjectTransfer = false
; Minimum user level required for HyperGrid teleports
LevelHGTeleport = 0
; Determine whether the cancel button is shown at all during teleports.
; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
DisableInterRegionTeleportCancellation = false
;; This option exists to control the behavior of teleporting gods into places that have landing points
;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
;; avatars with god permissions; SL lets gods land wherever they want.
LandingPointBehavior = LandingPointBehavior_OS
[Messaging]
; Control which region module is used for instant messaging.
; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
InstantMessageModule = InstantMessageModule
; MessageTransferModule = MessageTransferModule
; OfflineMessageModule = OfflineMessageModule
; OfflineMessageURL = http://yourserver/Offline.php
; MuteListModule = MuteListModule
; MuteListURL = http://yourserver/Mute.php
; Control whether group messages are forwarded to offline users. Default is true.
; ForwardOfflineGroupMessages = true
[Inventory]
; Control whether multiple objects sent to inventory should be coaleseced into a single item
; There are still some issues with coalescence, including the fact that rotation is not restored
; and some assets may be missing from archive files.
CoalesceMultipleObjectsToInventory = true
[Appearance]
; Persist avatar baked textures
; Persisting baked textures can speed up login and region border
; crossings especially with large numbers of users, though it
; will store potentially large numbers of textures in your asset
; database
PersistBakedTextures = false
; Control the delay before appearance is sent to other avatars and
; saved in the avatar service. Attempts to limit the impact caused
; by the very chatty dialog that sets appearance when an avatar
; logs in or teleports into a region; values are in seconds
DelayBeforeAppearanceSave = 5
DelayBeforeAppearanceSend = 2
; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
; This may help with some situations where avatars are persistently grey, though it will not help
; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
ResendAppearanceUpdates = false
; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar
; on every login
ReuseTextures = false
[Attachments]
; Controls whether avatar attachments are enabled.
; Defaults to true - only set to false for debugging purposes
Enabled = true
; Inventory object wear did replace all the worn objects on same attachment point
; if this option is set false, only oldest worn object will be replaced on that point.
; true will do as older versions
;WearReplacesAll = true
[Mesh]
; enable / disable mesh asset uploads
; mesh asset must conform to standard mesh format, with OpenSim extensions
; default is true
AllowMeshUpload = true
; Minimum user level required to upload meshes
;LevelUpload = 0
; support meshes on physics
;UseMeshiesPhysicsMesh = true
;support convex shape type on normal prims
; (ubOde only)
;ConvexPrims = true
;support convex shape type on sculpts
; (ubOde only)
;ConvexSculpts = true
; mesh cache settings:
; (ubOde only)
; do cache (keep true)
;MeshFileCache = true
; cache folder name relative to bin/ or absolute path
;MeshFileCachePath = MeshCache
;MeshFileCacheDoExpire = true
;MeshFileCacheExpireHours = 48
[Textures]
; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible
; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components
; (e.g. images pulled from an external HTTP address).
; Reusing previously generated textures results in a much faster update on the viewer but may cause issues if the viewer didn't receive all resolutions of the texture.
; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted.
; Hence, currently considered experimental.
; Default is false.
ReuseDynamicTextures = false
; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused
; This is to workaround an apparent LL 3.3.4 and earlier viewer bug where such textures are not redisplayed properly when pulled from the viewer cache.
; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem.
; This setting only has an affect is ReuseDynamicTextures = true
; Default is false
ReuseDynamicLowDataTextures = false
[ODEPhysicsSettings]
; ##
; ## Physics stats settings ( most ignored by ubOde )
;
; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule
; (see http://opensimulator.org/wiki/Monitoring_Module for more details).
collect_stats = false
; ##
; ## Physics logging settings - logfiles are saved to *.DIF files
; ##
; default is false
;physics_logging = true
;; every n simulation iterations, the physics snapshot file is updated
;physics_logging_interval = 50
;; append to existing physics logfile, or overwrite existing logfiles?
;physics_logging_append_existing_logfile = true
;##
;## World Settings
;##
;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
world_gravityx = 0
world_gravityy = 0
world_gravityz = -9.8
; Terminal velocity of a falling avatar
; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
; Max value is 255, min value is 0
avatar_terminal_velocity = 54
; World Step size.
; with legacy ODE this value needs to be close to 0.02s
; with ubOde this value can be reduced to improve simulation quality with the cost of higher cpu load
; you will need to test acording to you needs
; choosing a value that is a integer sub multiple of FrameRate reduces some jitter on reported physics FPS
world_stepsize = 0.01818
; number of iterations of constrains solver, higher should improve results
; up to a point where acumulated math errors eliminate the improvement
; more steps may increase CPU load. No real gain in changing
world_solver_iterations = 10
; ##
; ## Contact properties. (the stuff that happens when things come in contact with each other)
; ##
; Filtering collisions helps keep things stable physics wise, but sometimes
; it can be overzealous. If you notice bouncing, chances are it's that.
filter_collisions = false
; Non Moving Terrain Contact (avatar isn't moving)
nm_terraincontact_friction = 255.0
nm_terraincontact_bounce = 0.1
nm_terraincontact_erp = 0.1025
; Moving Terrain Contact (avatar is moving)
m_terraincontact_friction = 75.0
m_terraincontact_bounce = 0.05
m_terrainContact_erp = 0.05025
; Moving Avatar to object Contact
m_avatarobjectcontact_friction = 75.0
m_avatarobjectcontact_bounce = 0.1
; Object to Object Contact and Non-Moving Avatar to object
objectcontact_friction = 250.0
objectcontact_bounce = 0.2
; used to calculate mass of avatar.
; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
; av_density * AVvolume;
av_density = 80
; use this value to cut 52% of the height the sim gives us
; Currently unused
; av_height_fudge_factor = 0.52
; Movement. Smaller is faster.
; speed of movement with Always Run off
av_movement_divisor_walk = 1.3
; speed of movement with Always Run on
av_movement_divisor_run = 0.8
; ##
; ## Object options
; ##
; used in the mass calculation.
geometry_default_density = 10.000006836
; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
body_frames_auto_disable = 20
; send 1 update for every x updates below when throttled
geom_updates_before_throttled_update = 15
; Maximum mass an object can be before it is clamped
maximum_mass_object = 10000.01
; ##
; ## Sculpted Prim settings
; ##
; Do we want to mesh sculpted prim to collide like they look?
mesh_sculpted_prim = true
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
mesh_lod = 32
; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
mesh_physical_lod = 16
; ##
; ## additional meshing options
; ##
; Physics needs to create internal meshs (or convert the object meshs or scultps)
; for all prims except simple boxes and spheres.
; collisions of small objects againts larger ones can have a increased CPU load cost
; so this are represented by a simple BOX
; if all their scale dimensions are lower or equal to this option. Default is 0.1m
; (ubOde only)
; MinSizeToMeshmerize = 0.1
[BulletSim]
; 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
; but the c++ one is much faster.
BulletEngine = "bulletunmanaged"
; BulletEngine = "bulletxna"
; BulletSim can run on its own thread independent of the simulator's heartbeat
; thread. Enabling this will not let the physics engine slow down avatar movement, etc.
UseSeparatePhysicsThread = false
; Terrain implementation can use either Bullet's heightField or BulletSim can build
; a mesh. 0=heightField, 1=mesh
TerrainImplementation = 0
; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
; magnifications use lots of memory.
TerrainMeshMagnification = 2
; Should avatars collide with each other?
AvatarToAvatarCollisionsByDefault = true
; Avatar physics height adjustments.
; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
AvatarHeightLowFudge = 0 ; Adjustment at low end of height range
AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range
AvatarHeightHighFudge = 0 ; Adjustment at high end of height range
; Avatar walk-up-stairs parameters
; If an avatar collides with an object 'close to its feet', the avatar will be
; moved/pushed up do simulate stepping up.
;AvatarStepHeight = 0.6 ; The height, below which is considered a step collision.
;AvatarStepAngle = 0.3 ; The angle from vertical (in radians) to consider a surface a step
;AvatarStepApproachFactor = 2 ; Approach angle factor. O=straight on, .6=~45 degrees.
;AvatarStepGroundFudge = 0.1 ; Fudge added to bottom of avatar below which step collisions happen
;AvatarStepForceFactor = 0 ; Avatar is pushed up by its mass times this factor
;AvatarStepUpCorrectionFactor = 0.8 ; Avatar is displaced up the collision height times this factor
;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied
; Terminal velocity of a falling avatar
; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
; negative for a downward speed.
AvatarTerminalVelocity = -54
; 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
; If 'true', offset a linkset's origin based on mass of linkset parts.
LinksetOffsetCenterOfMass = false
; 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
; 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. Very verbose.
PhysicsLoggingEnabled = False
PhysicsLoggingDir = "."
VehicleLoggingEnabled = False
[RemoteAdmin]
enabled = false
; Set this to a nonzero value to have remote admin use a different port
port = 0
; Set this to the ip address that you want the admin server to bind to
bind_ip_address = "0.0.0.0"
; This password is required to make any XMLRPC call (should be set as the "password" parameter)
access_password = unknown
; List the IP addresses allowed to call RemoteAdmin
; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
; access_ip_addresses =
; set this variable to true if you want the create_region XmlRpc
; call to unconditionally enable voice on all parcels for a newly
; created region [default: false]
create_region_enable_voice = false
; set this variable to false if you want the create_region XmlRpc
; call to create all regions as private per default (can be
; overridden in the XmlRpc call) [default: true]
create_region_public = false
; the create_region XmlRpc call uses region_file_template to generate
; the file name of newly create regions (if they are created
; persistent). the parameter available are:
; {0} - X location
; {1} - Y location
; {2} - region UUID
; {3} - region port
; {4} - region name with " ", ":", "/" mapped to "_"
region_file_template = "{0}x{1}-{2}.ini"
; we can limit the number of regions that XmlRpcCreateRegion will
; allow by setting this to a positive, non-0 number: as long as the
; number of regions is below region_limits, XmlRpcCreateRegion will
; succeed. setting region_limit to 0 disables the check.
; default is 0
;region_limit = 0
; enable only those methods you deem to be appropriate using a | delimited whitelist
; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
; if this parameter is not specified but enabled = true, all methods will be available
enabled_methods = all
; specify the default appearance for an avatar created through the remote admin interface
; This will only take effect is the file specified by the default_appearance setting below exists
;default_male = Default Male
;default_female = Default Female
; update appearance copies inventory items and wearables of default avatars. if this value is false
; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
; subfolders are copied. the receiver will wear the same items the default avatar did wear.
;copy_folders = false
; path to default appearance XML file that specifies the look of the default avatars
;default_appearance = default_appearance.xml
; RestPlugins are not currently operational.
;[RestPlugins]
; ; Change this to true to enable REST Plugins. This must be true if you wish to use
; ; REST Region or REST Asset and Inventory Plugins
; enabled = false
; god_key = SECRET
; prefix = /admin
;[RestRegionPlugin]
; ; Change this to true to enable the REST Region Plugin
; enabled = false
;[RestHandler]
; ; Change this to true to enable the REST Asset and Inventory Plugin
; enabled = false
; authenticate = true
; secured = true
; extended-escape = true
; realm = OpenSim REST
; dump-asset = false
; path-fill = true
; dump-line-size = 32
; flush-on-error = true
; IRC bridge is experimental, so if it breaks... keep both parts... yada yada
; also, not good error detection when it fails
[IRC]
enabled = false; you need to set this to true otherwise it won't connect
;server = name.of.irc.server.on.the.net
;; user password - only use this if the server requires one
;password = mypass
;nick = OpenSimBotNameProbablyMakeThisShorter
;channel = #the_irc_channel_you_want_to_connect_to
;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
;port = 6667
;; channel to listen for configuration commands
;commands_enabled = false
;command_channel = 2777
;report_clients = true
;; relay private chat connections
;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
;; relay_private_channel_out -- channel to send messages out to the IRC bridge
;; relay_private_channel_in -- channel to receive message from the IRC bridge
;; relay_chat = false: IRC bridge will not relay normal chat
;; access_password -- simple security device
;;
;; so, to just relay chat from an IRC channel to in-world region and vice versa:
;;
;; relay_private_channels = false
;; relay_chat = true
;;
;; to relay chat only to/from private in-world channels:
;;
;; relay_chat = false
;; relay_private_channels = true
;; relay_private_channel_in = 2226
;; relay_private_channel_out = 2225
;;
;; in this example, all chat coming in from IRC will be send out via
;; in-world channel 2226, and all chat from in-world channel 2225 will
;; be relayed to the IRC channel.
;;
;relay_private_channels = false
;relay_private_channel_in = 2226
;relay_private_channel_out = 2225
;relay_chat = true
;access_password = foobar
;;fallback_region = name of "default" region
;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
;; must start with "PRIVMSG {0} : " or irc server will get upset
;;for <bot>:<user in region> :<message>
;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
;;for <bot>:<message> - <user of region> :
;msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
;;for <bot>:<message> - from <user> :
;;msgformat = "PRIVMSG {0} : {3} - from {1}"
;; exclude_list allows you to stop the IRC connector from announcing the
;;arrival and departure of certain users. For example: admins, bots.
;exclude_list=User 1,User 2,User 3
;;Shows modal alertbox for entering agent on IRC enabled regions
;;
;; Enable Alert, default = false
;alert_show = false
;;
;; Show IRC serverinfo, default = true
;alert_show_serverinfo = true
;;
;alert_msg_pre = "This region is linked to Irc."
;alert_msg_post = "Everything you say in public chat can be listened."
[Wind]
; Enables the wind module. Default is true
enabled = true
; How often should wind be updated, as a function of world frames. Approximately 50 frames a second
wind_update_rate = 150
; The Default Wind Plugin to load
wind_plugin = SimpleRandomWind
; These settings are specific to the ConfigurableWind plugin
; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
; avg_strength = 5.0
; avg_direction = 0.0
; var_strength = 0.0
; var_direction = 0.0
; rate_change = 1.0
; This setting is specific to the SimpleRandomWind plugin
; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
strength = 1.0
[Trees]
; enable the trees module. default true
enabled = true
; active_trees allows module to change its trees in time.
; some will be deleted, others created and rest may grow
; default is false. You can change it with console command tree active true | false later
active_trees = false
; the trees change execution time rate (in ms)
update_rate = 1000
; allow the trees to grow.
; DANGER
; this option causes high network use on the order of
; NumberOfTrees * NumberAvatars * 1000 / update_rate udp packets per second
allowGrow = false
[VectorRender]
; the font to use for rendering text (default: Arial)
; font_name = "Arial"
[LL-Functions]
; Set the following to true to allow administrator owned scripts to execute console commands
; currently unused
; AllowosConsoleCommand=false
; Are god functions such as llSetObjectPermMask() allowed? If true then gods and only gods have access to these functions.
; If false then gods cannot execute these functions either.
AllowGodFunctions = false
; Restrict the email address used by llEmail to the address associated with the avatars user account?
; If true then llEmail will only send email to the address in the user account of the avatar who owns the object containing the script.
; If false then email may be sent to any valid email address.
RestrictEmail = false
; Maximum number of llListen events we allow over the entire region.
; Set this to 0 to have no limit imposed
max_listens_per_region = 1000
; Maximum number of llListen events we allow per script
; Set this to 0 to have no limit imposed.
max_listens_per_script = 64
; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
max_external_urls_per_simulator = 100
; Use size boxes instead of meshed prims, sculpts and mesh when calculating bounding boxes.
; Speeds up calculations but can make them inaccurate, in some cases very inaccurate.
UseSimpleBoxesInGetBoundingBox = false
; Add a third vector with stats when returning results from llGetBoundingBox.
; Lists objects (groups), prims/meshes/avatars (parts) and vertices rendered.
AddStatsInGetBoundingBox = false
; Avatar bounding box, lower X value, constant part, when standing
LowerAvatarBoundingBoxStandingXconst = -0.275
; Avatar bounding box, upper X value, constant part, when standing
UpperAvatarBoundingBoxStandingXconst = 0.275
; Avatar bounding box, lower Y value, constant part, when standing
LowerAvatarBoundingBoxStandingYconst = -0.35
; Avatar bounding box, upper Y value, constant part, when standing
UpperAvatarBoundingBoxStandingYconst = 0.35
; Avatar bounding box, lower Z value, constant part, when standing
LowerAvatarBoundingBoxStandingZconst = -0.1
; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when standing
LowerAvatarBoundingBoxStandingZcoeff = -0.5
; Avatar bounding box, upper Z value, constant part, when standing
UpperAvatarBoundingBoxStandingZconst = 0.1
; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when standing
UpperAvatarBoundingBoxStandingZcoeff = 0.5
; Avatar bounding box, lower X value, constant part, when groundsitting
LowerAvatarBoundingBoxGroundsittingXconst = -0.3875
; Avatar bounding box, upper X value, constant part, when groundsitting
UpperAvatarBoundingBoxGroundsittingXconst = 0.3875
; Avatar bounding box, lower Y value, constant part, when groundsitting
LowerAvatarBoundingBoxGroundsittingYconst = -0.5
; Avatar bounding box, upper Y value, constant part, when groundsitting
UpperAvatarBoundingBoxGroundsittingYconst = 0.5
; Avatar bounding box, lower Z value, constant part, when groundsitting
LowerAvatarBoundingBoxGroundsittingZconst = -0.05
; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when groundsitting
LowerAvatarBoundingBoxGroundsittingZcoeff = -0.375
; Avatar bounding box, upper Z value, constant part, when groundsitting
UpperAvatarBoundingBoxGroundsittingZconst = 0.5
; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when groundsitting
UpperAvatarBoundingBoxGroundsittingZcoeff = 0.0
; Avatar bounding box, lower X value, constant part, when sitting
LowerAvatarBoundingBoxSittingXconst = -0.5875
; Avatar bounding box, upper X value, constant part, when sitting
UpperAvatarBoundingBoxSittingXconst = 0.1875
; Avatar bounding box, lower Y value, constant part, when sitting
LowerAvatarBoundingBoxSittingYconst = -0.35
; Avatar bounding box, upper Y value, constant part, when sitting
UpperAvatarBoundingBoxSittingYconst = 0.35
; Avatar bounding box, lower Z value, constant part, when sitting
LowerAvatarBoundingBoxSittingZconst = -0.35
; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when sitting
LowerAvatarBoundingBoxSittingZcoeff = -0.375
; Avatar bounding box, upper Z value, constant part, when sitting
UpperAvatarBoundingBoxSittingZconst = -0.25
; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when sitting
UpperAvatarBoundingBoxSittingZcoeff = 0.25
; Safety coefficient for max bounding box from prim size box X coordinate
; Worst case is twisted and sheared box, 1+sqrt(2)
PrimBoundingBoxSafetyCoefficientX = 2.414214
; Safety coefficient for max bounding box from prim size box Y coordinate
; Worst case is twisted and sheared box, 1+sqrt(2)
PrimBoundingBoxSafetyCoefficientY = 2.414214
; Safety coefficient for max bounding box from prim size box Z coordinate
; Worst case is twisted tube, 0.5+sqrt(1.25)
PrimBoundingBoxSafetyCoefficientZ = 1.618034
; Use llCastRay V3 if true.
; Implements llCastRay similar but not identical to Second Life.
; See http://wiki.secondlife.com/wiki/LlCastRay .
; NEW
; Meshes prims for good accuracy in ray hit detection,
; handling basic and tortured prims, sculpts and meshes.
; Uses ellipsoid, correctly sized avatar capsules.
; Handles complex terrain, multi-prim objects and seated avatars.
; Implements throttling and the status codes
; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED,
; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW.
; WARNING
; Can be faster on some servers and scenes, but slower on others,
; compared to previous version of llCastRay in OpenSimulator.
; Is in most cases considerably slower than llCastRay in Second Life.
; Generates geometry meshes and can therefore use much system resources.
UseLlCastRayV3 = false
; Accepted calculation precision error in calculations in llCastRay V3
FloatToleranceInLlCastRay = 0.00001
; Accepted distance difference between duplicate hits in llCastRay V3
FloatTolerance2InLlCastRay = 0.001
; Detail level when rendering prims in llCastRay V3
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
PrimDetailLevelInLlCastRay = 1
; Detail level when rendering sculpts in llCastRay V3
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
SculptDetailLevelInLlCastRay = 1
; Detail level when rendering meshes in llCastRay V3
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
MeshDetailLevelInLlCastRay = 3
; Detail level when rendering avatar capsules in llCastRay V3
; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
AvatarDetailLevelInLlCastRay = 1
; Maximum number of returned hits from llCastRay V3
MaxHitsInLlCastRay = 16
; Maximum number of returned hits per prim from llCastRay V3
MaxHitsPerPrimInLlCastRay = 16
; Maximum number of returned hits per object from llCastRay V3
MaxHitsPerObjectInLlCastRay = 16
; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true
DetectExitHitsInLlCastRay = false
; Detect attachments in llCastRay V3 if true
DoAttachmentsInLlCastRay = false
; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3
; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this
ThrottleTimeInMsInLlCastRay = 200
; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3
AvailableTimeInMsPerRegionInLlCastRay = 40
; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3
AvailableTimeInMsPerAvatarInLlCastRay = 10
; Required available time in ms left to perform a new llCastRay in llCastRay V3
RequiredAvailableTimeInMsInLlCastRay = 2
; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions
MaximumAvailableTimeInMsInLlCastRay = 40
; Use cached meshes in llCastRay V3 if true
; Improves performance but uses more memory
UseMeshCacheInLlCastRay = true
[DataSnapshot]
; The following set of configs pertains to search.
; Set index_sims to true to enable search engines to index your searchable data
; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
; default is false
index_sims = false
; The variable data_exposure controls what the regions expose:
; minimum: exposes only things explicitly marked for search
; all: exposes everything
data_exposure = minimum
; If search is on, change this to your grid name; will be ignored for standalones
gridname = "OSGrid"
; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
; Later, you may want to increase this to 3600 (1 hour) or more
default_snapshot_period = 1200
; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
snapshot_cache_directory = "DataSnapshot"
; Uncomment if you want to index your data with this and/or other search providers. One entry per
; data service
;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
[Economy]
; the economy module in use
; default is the provided BetaGridLikeMoneyModule
; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
; There is no intention to implement anything further in core OpenSimulator.
; This functionality has to be provided by third party modules.
; economymodule = BetaGridLikeMoneyModule
; Economy values get used in the BetaGridLikeMoneyModule.
;; Enables selling things for $0. Default is true.
; SellEnabled = true
;; Money Unit fee to upload textures, animations etc. Default is 0.
;PriceUpload = 0
;; Money Unit fee to create groups. Default is 0.
;PriceGroupCreate = 0
; We don't really know what the rest of these values do. These get sent to the client
; These taken from Agni at a Public Telehub. Change at your own risk.
;ObjectCount = 0
;PriceEnergyUnit = 0
;PriceObjectClaim = 0
;PricePublicObjectDecay = 0
;PricePublicObjectDelete = 0
;PriceParcelClaim = 0
;PriceParcelClaimFactor = 1
;PriceRentLight = 0
;TeleportMinPrice = 0
;TeleportPriceExponent = 2
;EnergyEfficiency = 1
;PriceObjectRent = 0
;PriceObjectScaleFactor = 10
;PriceParcelRent = 0
; Mesh upload settings, independent of economymodule
; Create inventory entries for textures uploaded with a model
; default is false, ie, do not create
; MeshModelAllowTextureToInventory = true
[YEngine]
;; implements non preemptive microthreading, so fixing problems like llSleep or long events handlers
;; but those will suffer from timeslicing, so will be slower.
;; warning: scripts state is lost on TP or cross to Xengine regions (cars stop, etc)
;; ignore its extensions (subset of original XMRengine), those are still undefined.
Enabled = true
; maximum stack a script can use in KB
;ScriptStackSize = 2048
; maximum heap memory a script can use in KB
;ScriptHeapSize = 1024
; number of threads to execute scripts. Too many threads can have negative impact on other region operations
; if a region machine is not overload (ie has sleeping CPU cores), increasing this number may reduce events response latency
;NumThreadScriptWorkers = 2
; Priority of those threads (Lowest, BelowNormal, Normal, AboveNormal or Highest). Higher priorit can have negative impact on other region operations
;Priority = Normal
; to reuse binary compare sources using a hash codes of them or full text
UseSourceHashCode = true
; Rate to poll for asynchronous command replies (ms)
;AsyncLLCommandLoopms = 100
; Sets the multiplier for the scripting delays
;ScriptDelayFactor = 1.0
; The factor the 10 m distances limits are multiplied by
;ScriptDistanceLimitFactor = 1.0
; Maximum length of notecard line read
; Increasing this to large values potentially opens
; up the system to malicious scripters
; NotecardLineReadCharsMax = 255
; Minimum settable timer interval. Any timer setting less than this is
; rounded up to this minimum interval.
MinTimerInterval = 0.1
; Sensor settings
;SensorMaxRange = 96.0
;SensorMaxResults = 16
; Allow for llCreateLink and llBreakLink to work without asking for permission
; only enable this in a trusted environment otherwise you may be subject to hijacking
; AutomaticLinkPermission = false
; Disable underground movement of prims (default true); set to
; false to allow script controlled underground positioning of
; prims
; DisableUndergroundMovement = true
; scripts states and cache parent folder location
;ScriptEnginesPath="ScriptEngines"
[XEngine]
; Enable this engine in this OpenSim instance
Enabled = false
; How many threads to keep alive even if nothing is happening
MinThreads = 2
; How many threads to start at maximum load
MaxThreads = 100
; Time a thread must be idle (in seconds) before it dies
IdleTimeout = 60
; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
Priority = "BelowNormal"
; Maximum number of events to queue for a script (excluding timers)
MaxScriptEventQueue = 300
; Stack size per thread created
ThreadStackSize = 262144
; Set this to true to load each script into a separate
; AppDomain. Setting this to false will load all script assemblies into the
; current AppDomain, which will reduce the per-script overhead but deleted scripts stay inactive using memory
; this may only be a problem if regions stay alive for a long time with lots of scripts added or edited.
; at this time some mono versions seem to have problems with the true option
; so default is now false until a fix is found
; AppDomainLoading = false
; Set this to true to load attachment scripts in separated domain, if AppDomainLoading is false
; same issues as AppDomainLoading, but may be useful on regions with a lot of avatar traffic, if they carry scripts like AOs
; AttachmentsDomainLoading = false
; Controls whether previously compiled scripts DLLs are deleted on sim restart.
; If you set this to false then startup will be considerably faster since scripts won't need to be recompiled.
; It should be true on first run after updating opensim binary version
; after first run you can change to false.
; You can also set it to false and delete the script DLLs by hand
; This does not delete cached scripts state.
; DeleteScriptsOnStartup = true
; Controls whether scripts are stopped by aborting their threads externally (abort)
; or by co-operative checks inserted by OpenSimulator into compiled script (co-op).
; co-op will be more stable as aborting threads can cause instability.
; abort was the default option in OpenSimulator 0.8 and before.
; If this setting is changed between co-op and abort, then existing scripts will automatically be recompiled if necessary.
; However, the setting change will not take affect until the next time you restart the simulator.
; Setting changes will not affect state information stored for scripts.
ScriptStopStrategy = co-op
; Rate to poll for asynchronous command replies (ms)
;AsyncLLCommandLoopms = 100
; Save the source of all compiled scripts
WriteScriptSourceToDebugFile = false
; Compile debug info (line numbers) into the script assemblies
CompileWithDebugInformation = true
; Interval (s) between background save of script states
SaveInterval = 120
; Interval (s) between maintenance runs (0 = disable)
MaintenanceInterval = 10
; Time a script can spend in an event handler before it is interrupted
EventLimit = 30
; If a script overruns it's event limit, kill the script?
KillTimedOutScripts = false
; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested
; before aborting the thread (such as when an object containing scripts is taken into inventory).
WaitForEventCompletionOnScriptStop = 1000
; Sets the multiplier for the scripting delays
;ScriptDelayFactor = 1.0
; The factor the 10 m distances llimits are multiplied by
;ScriptDistanceLimitFactor = 1.0
; Maximum length of notecard line read
; Increasing this to large values potentially opens
; up the system to malicious scripters
; NotecardLineReadCharsMax = 255
; Minimum settable timer interval. Any timer setting less than this is
; rounded up to this minimum interval.
; MinTimerInterval = 0.5
; Sensor settings
;SensorMaxRange = 96.0
;SensorMaxResults = 16
; Allow for llCreateLink and llBreakLink to work without asking for permission
; only enable this in a trusted environment otherwise you may be subject to hijacking
; AutomaticLinkPermission = false
; Disable underground movement of prims (default true); set to
; false to allow script controlled underground positioning of
; prims
; DisableUndergroundMovement = true
;; Path to script assemblies
; ScriptEnginesPath = "ScriptEngines"
[Concierge]
; Enable concierge module
; Default is false
enabled = false
; name of the concierge
whoami = "jeeves"
; password for updating the welcome message templates via XmlRpc
password = SECRET
; regex specifying for which regions concierge service is desired; if
; empty, then for all
;regions = "^MeetingSpace-"
regions = ""
; for each region that matches the regions regexp you can provide
; (optionally) a welcome template using format substitution:
; {0} is replaced with the name of the avatar entering the region
; {1} is replaced with the name of the region
; {2} is replaced with the name of the concierge (whoami variable above)
;welcomes = /path/to/welcome/template/directory
; Concierge can send attendee lists to an event broker whenever an
; avatar enters or leaves a concierged region. the URL is subject
; to format substitution:
; {0} is replaced with the region's name
; {1} is replaced with the region's UUID
;broker = "http://broker.place.com/{1}"
[Hypergrid]
; Keep it false for now. Making it true requires the use of a special client in order to access inventory
safemode = false
[VivoxVoice]
; The VivoxVoice module will allow you to provide voice on your
; region(s). It uses the same voice technology as the LL grid and
; works with recent LL clients (we have tested 1.22.9.110075, so
; anything later ought to be fine as well).
;
; For this to work you need to obtain an admin account from Vivox
; that allows you to create voice accounts and region channels.
enabled = false
; vivox voice server
vivox_server = www.foobar.vivox.com
; vivox SIP URI
vivox_sip_uri = foobar.vivox.com
; vivox admin user name
vivox_admin_user = DeepThroat
; vivox admin password
vivox_admin_password = VoiceG4te
; channel type: "channel" or "positional"
; - positional: spatial sound (default)
; - channel: normal "conference call", no spatial sound
;vivox_channel_type = positional
; channel characteristics (unless you know what you are doing, i'd
; leave them as they are --- now you WILL muck around with them,
; huh? sigh)
; channel distance model:
; 0 - no attenuation
; 1 - inverse distance attenuation
; 2 - linear attenuation (default)
; 3 - exponential attenuation
;vivox_channel_distance_model = 2
; channel mode:
; - "open" (default)
; - "lecture"
; - "presentation"
; - "auditorium"
;vivox_channel_mode = "open"
; channel roll off: rate of attenuation
; - a value between 1.0 and 4.0, default is 2.0
;vivox_channel_roll_off = 2.0
; channel max range: distance at which channel is silent
; - a value between 0 and 160, default is 80
;vivox_channel_max_range = 80
; channel clamping distance: distance before attenuation applies
; - a value between 0 and 160, default is 10
;vivox_channel_clamping_distance = 10
[Groups]
Enabled = false
; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really
; apply to the Flotsam GroupsModule
Module = Default
; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
;Module = GroupsModule
; Enable Group Notices
;NoticesEnabled = true
; This makes the Group module very chatty on the console.
DebugEnabled = false
; This makes the Groups Messaging module very chatty on the console.
DebugMessagingEnabled = false
; Groups data is cached for this number of seconds before another request is made to the groups service
; Set to 0 to disable the cache.
; Default is 30 seconds
GroupsCacheTimeout = 30
; Specify which messaging module to use for groups messaging and if it's enabled
;MessagingModule = GroupsMessagingModule
;MessagingEnabled = true
; Experimental option to only message cached online users rather than all users
; Should make large group with few online members messaging faster, at the expense of more calls to ROBUST presence service
; (Flotsam groups only; in V2 this is always on)
MessageOnlineUsersOnly = false
; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend
; Flotsam XmlRpc Service for Groups
;ServicesConnectorModule = XmlRpcGroupsServicesConnector
;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php
; XmlRpc Security settings. These must match those set on your backend groups service if the service is using these keys
;XmlRpcServiceReadKey = 1234
;XmlRpcServiceWriteKey = 1234
; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
; only set to false if you absolutely sure regions and groups server supports it.
; XmlRpcDisableKeepAlive = true
; Minimum user level required to create groups
;LevelGroupCreate = 0
[PacketPool]
;RecyclePackets = true
;RecycleDataBlocks = true
; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets.
; This reduces data churn
RecycleBaseUDPPackets = true
[InterestManagement]
; This section controls how state updates are prioritized for each client
; UpdatePrioritizationScheme valid values are BestAvatarResponsiveness and SimpleAngularDistance
; SimpleAngularDistance does use more cpu
UpdatePrioritizationScheme = BestAvatarResponsiveness
ReprioritizationEnabled = true
ReprioritizationInterval = 2000.0
RootReprioritizationDistance = 10.0
ChildReprioritizationDistance = 20.0
; ObjectsCullingByDistance, if true, don't send object updates if outside view range
; currently viewers are also told to delete objects that leave view range
; only avater position is considered, free camera may not see objects
; does increase cpu load
ObjectsCullingByDistance = false
; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in the same region
; Updates will always be sent to the avatar that the update addresses and if av velocity is effectively zero (to prevent drift due to missing updates).
; n > 1 will reduce UDP traffic but will lead to laggier movement observed in other avatars.
RootTerseUpdatePeriod = 0
; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in another region
; n > 1 will reduce UDP traffic but may lead to laggier movement observed in other avatars, though values up to 4 may not generate a noticeable effect.
ChildTerseUpdatePeriod = 0
; Send an update to clients if the difference from the last sent avatar position is greater than this tolerance
RootPositionUpdateTolerance = 0.05
; Send an update to clients if the euclidian difference from the last sent avatar rotation is greater than this tolerance
RootRotationUpdateTolerance = 0.1
; Send an update to clients if the difference from the last sent avatar velocity is greater than this tolerance
RootVelocityUpdateTolerance = 0.001
[Monitoring]
; Enable region monitoring
; If true, this will print out an error if more than a minute has passed since the last simulator frame
; Also is another source of region statistics provided via the regionstats URL
Enabled = true
; next option may still use framework performance monitors designed for debug only, so avoid it
;ServerStatsEnabled = false
[WebStats]
; View region statistics via a web page
; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
; Use a web browser and type in the "Login URI" + "/SStats/"
; For example- http://127.0.0.1:9000/SStats/
; enabled=false
[Statistics]
; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames
; to include in the averaging calculations
NumberOfFrames=10
[MediaOnAPrim]
; Enable media on a prim facilities
Enabled = true
[NPC]
;; Enable Non Player Character (NPC) facilities default true
;;Enabled = true
;; max number of NPCs per scene default: 40
;; set to a negative value to allow any number
;; note that a NPC is almost as heavy as a normal avatar, so you should limit them
;; MaxNumberNPCsPerScene = 40
;; 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"
InitialTerrain = "pinhead-island"
; If 'true' each avatar is only sent terrain patches within their view distance
; This also changes the region terrain loading from 'lawn mower' to ordered around
; the avatar outward.
SendTerrainUpdatesByViewDistance = True
[LandManagement]
; When editing terrain or objects, parcel layer info is updated in the viewer.
; This can be expensive for large regions. If this variable is 'true', only the
; parcel layer data around the area of interest is sent. The parcel layer info
; is sent for 'ParcelLayerViewDistance' around the interest point.
; If 'ParcelLayerViewDistance' is >= 128, the operation for legacy sized regions
; will be what it has always been (send the whole region's parcel layer info).
; Other parcel updates (login, changing parcel ownership, ...) will still send
; whole region.
LimitParcelLayerUpdateDistance = true
ParcelLayerViewDistance = 128
; set this to false to not display parcel ban lines
ShowParcelBansLines = true
; Parcel Bans max height above ground. Default 100m
; range 20m to 5000m
; BanLineSafeHeight = 100
; setting the parcel to admin content, It works as setting the land to Linden content in SL.
; To use it, activate god mode in the viewer, select the parcel and go to: Admin -> Parcel -> Set to Linden Content ( CTRL+ALT+SHIFT+C)
; DefaultAdministratorParcelName = "Admin Parcel"
; DefaultAdministratorGroupUUID = "00000000-0000-0000-0000-000000000000"
; DefaultAdministratorOwnerUUID = "00000000-0000-0000-0000-000000000000"
;;
;; JsonStore module provides structured store for scripts
;;
[JsonStore]
Enabled = False
;; Enable direct access to the SOP dynamic attributes
EnableObjectStore = False
MaxStringSpace = 0
;;
;; These are defaults that are overwritten below in [Architecture].
;; These defaults allow OpenSim to work out of the box with
;; zero configuration
;;
[AssetService]
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
AssetLoaderArgs = "assets/AssetSets.xml"
; Disable this to prevent the default asset set from being inserted into the
; asset store each time the region starts
AssetLoaderEnabled = true
[GridService]
;; default standalone, overridable in StandaloneCommon.ini
StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
[AutoBackupModule]
;; default is module is disabled at the top level
AutoBackupModuleEnabled = false
[Sounds]
;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule}
Module = OpenSim.Region.CoreModules.dll:SoundModule
;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0}
MaxDistance = 100.0
[ServiceThrottle]
;; Default time interval (in ms) for the throttle service thread to wake up
Interval = 5000
[Dwell]
;; This enables the built in basic dwell module
DwellModule = DefaultDwellModule
[ServerReleaseNotes]
;; Comment or set to "" to disable
ServerReleaseNotesURL = "http://opensimulator.org/wiki/0.9.3.0_Release"
[Modules]
Include-modules = "addon-modules/*/config/*.ini"