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
+ ///
///
///
///