diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 2650be4c88..48cb85edf4 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -6173,8 +6173,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Threshold for body rotation to be a significant agent update // use the abs of cos - private const float QDELTABody = 1.0f - 0.0001f; - private const float QDELTAHead = 1.0f - 0.0001f; + private const float QDELTABody = 1.0f - 0.00005f; + private const float QDELTAHead = 1.0f - 0.00005f; // Threshold for camera rotation to be a significant agent update private const float VDELTA = 0.01f; @@ -6199,8 +6199,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP { if( (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed - || ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 && - (x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly +// || ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 && +// (x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly + || (x.ControlFlags & 0x3f8dfff) != 0 // actually all movement controls need to pass || (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed || (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed || (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed