From 5c8fe5c01cf25b64013fdb95599ab8aeaa1866aa Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Tue, 21 Jul 2009 03:18:19 +0000 Subject: * Fixed a case where a prim was a NullPhysicsActor instead of an OdePrim * Commented logic that wasn't being used. * This should fix the errors in OdeScene.near --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 2a8436b..6850312 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1219,7 +1219,7 @@ namespace OpenSim.Region.Framework.Scenes m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; - + //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); // Raycast from the avatar's head to the camera to see if there's anything blocking the view if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) { -- cgit v1.1