diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs index 30cf1dba39..69d300553c 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs @@ -209,16 +209,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap // path, param, agentID.ToString()); // There is a major hack going on in this method. The viewer doesn't request - // map blocks (RequestMapBlocks) above 4096. That means that if we don't hack, + // map blocks (RequestMapBlocks) above 2048. That means that if we don't hack, // grids above that cell don't have a map at all. So, here's the hack: we wait // for this CAP request to come, and we inject the map blocks at this point. // In a normal scenario, this request simply sends back the MapLayer (the blue color). // In the hacked scenario, it also sends the map blocks via UDP. // - // 6/8/2011 -- I'm adding an explicit 4096 check, so that we never forget that there is + // 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is // a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks. - if (m_scene.RegionInfo.RegionLocX >= 4096 || m_scene.RegionInfo.RegionLocY >= 4096) + if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048) { ScenePresence avatarPresence = null;