Massive tab and trailing space cleanup

This commit is contained in:
Melanie Thielker
2017-01-05 19:07:37 +00:00
parent e88e2945e9
commit b16abc8166
959 changed files with 23646 additions and 23646 deletions

View File

@@ -64,9 +64,9 @@ public sealed class BSCharacter : BSPhysObject
private OMV.Vector3 _PIDTarget;
private float _PIDTau;
// public override OMV.Vector3 RawVelocity
// { get { return base.RawVelocity; }
// set {
// public override OMV.Vector3 RawVelocity
// { get { return base.RawVelocity; }
// set {
// if (value != base.RawVelocity)
// Util.PrintCallStack();
// Console.WriteLine("Set rawvel to {0}", value);
@@ -82,7 +82,7 @@ public sealed class BSCharacter : BSPhysObject
: base(parent_scene, localID, avName, "BSCharacter")
{
_physicsActorType = (int)ActorTypes.Agent;
RawPosition = pos;
RawPosition = pos;
_flying = isFlying;
RawOrientation = OMV.Quaternion.Identity;
@@ -819,7 +819,7 @@ public sealed class BSCharacter : BSPhysObject
// 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
// extra updates.
//
// XXX: Contrary to the above comment, setting an update threshold here above 0.4 actually introduces jitter to
// XXX: Contrary to the above comment, setting an update threshold here above 0.4 actually introduces jitter to
// avatar movement rather than removes it. The larger the threshold, the bigger the jitter.
// This is most noticeable in level flight and can be seen with
// the "show updates" option in a viewer. With an update threshold, the RawVelocity cycles between a lower