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@ -37,7 +37,7 @@ const float VIEW_FRUSTUM_FOV_OVERSEND = 60.0f;
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// These are guards to prevent our voxel tree recursive routines from spinning out of control
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const int UNREASONABLY_DEEP_RECURSION = 20; // use this for something that you want to be shallow, but not spin out
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const int DANGEROUSLY_DEEP_RECURSION = 200; // use this for something that needs to go deeper
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const float SCALE_AT_UNREASONABLY_DEEP_RECURSION = (1.0f / powf(2.0f, DANGEROUSLY_DEEP_RECURSION));
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const float SCALE_AT_UNREASONABLY_DEEP_RECURSION = (1.0f / powf(2.0f, UNREASONABLY_DEEP_RECURSION));
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const float SCALE_AT_DANGEROUSLY_DEEP_RECURSION = (1.0f / powf(2.0f, DANGEROUSLY_DEEP_RECURSION));
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const int DEFAULT_MAX_OCTREE_PPS = 600; // the default maximum PPS we think any octree based server should send to a client
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