diff --git a/OpenSim/Framework/AvatarAppearance.cs b/OpenSim/Framework/AvatarAppearance.cs index f549461721..224e9a3407 100644 --- a/OpenSim/Framework/AvatarAppearance.cs +++ b/OpenSim/Framework/AvatarAppearance.cs @@ -286,7 +286,7 @@ namespace OpenSim.Framework + 0.07f * (float)m_visualparams[78] / 255.0f // Shoe platform height + 0.3836f * (float)m_visualparams[125] / 255.0f // Leg length - m_avatarHeight / 2) * 0.3f - 0.04f; - System.Console.WriteLine("Height {0} Hip offset {1}", m_avatarHeight, m_hipOffset); + //System.Console.WriteLine("Height {0} Hip offset {1}", m_avatarHeight, m_hipOffset); } public virtual void SetWearable(int wearableId, AvatarWearable wearable) diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index 42565c5073..13d1bbbcf2 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -4946,7 +4946,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP //Console.WriteLine("ClientView.ProcessPackets.cs:ProcessInPacket() - Got transfer request"); TransferRequestPacket transfer = (TransferRequestPacket)Pack; - Console.WriteLine("Transfer Request: " + transfer.ToString()); + //Console.WriteLine("Transfer Request: " + transfer.ToString()); // Validate inventory transfers // Has to be done here, because AssetCache can't do it // diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 40629c6b6e..968581b900 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -1438,7 +1438,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api part.Shape.FlexiForceY = (float)Force.y; part.Shape.FlexiForceZ = (float)Force.z; part.Shape.PathCurve = 0x80; - } part.ParentGroup.HasGroupChanged = true; @@ -1447,9 +1446,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// /// Set a light point on a part - /// - /// FIXME: Much of this code should probably be in SceneObjectGroup /// + /// FIXME: Much of this code should probably be in SceneObjectGroup + /// /// /// ///