Create a new random when needed using normal time based seed instead of
reusing a shared one than may not be validavinationmerge
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				|  | @ -112,7 +112,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
|         private long timeLastChanged = 0; | ||||
|         private long m_maxPersistTime = 0; | ||||
|         private long m_minPersistTime = 0; | ||||
|         private Random m_rand; | ||||
| //        private Random m_rand; | ||||
|         private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | ||||
| 
 | ||||
|         /// <summary> | ||||
|  | @ -130,6 +130,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
|             { | ||||
|                 if (value) | ||||
|                 { | ||||
|                      | ||||
|                     if (m_isBackedUp) | ||||
|                     { | ||||
|                         m_scene.SceneGraph.FireChangeBackup(this); | ||||
|  | @ -139,13 +140,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
|                         timeFirstChanged = DateTime.Now.Ticks; | ||||
|                     if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) | ||||
|                     { | ||||
| /* | ||||
|                         if (m_rand == null) | ||||
|                         { | ||||
|                             byte[] val = new byte[16]; | ||||
|                             m_rootPart.UUID.ToBytes(val, 0); | ||||
|                             m_rand = new Random(BitConverter.ToInt32(val, 0)); | ||||
|                         } | ||||
|                         | ||||
|  */ | ||||
|                       Random m_rand = new Random(); | ||||
|                         if (m_scene.GetRootAgentCount() == 0) | ||||
|                         { | ||||
|                             //If the region is empty, this change has been made by an automated process | ||||
|  |  | |||
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