* Commenting out threaded Scene update for the moment.
* It works, but makes certain building tasks slow to update.GenericGridServerConcept
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@ -855,6 +855,7 @@ namespace OpenSim.Region.Framework.Scenes
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// run through all entities looking for updates (slow)
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// run through all entities looking for updates (slow)
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if (m_frame % m_update_entities == 0)
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if (m_frame % m_update_entities == 0)
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{
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{
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/* // Adam Experimental
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if (m_updateEntitiesThread == null)
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if (m_updateEntitiesThread == null)
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{
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{
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m_updateEntitiesThread = new Thread(m_sceneGraph.UpdateEntities);
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m_updateEntitiesThread = new Thread(m_sceneGraph.UpdateEntities);
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@ -864,8 +865,8 @@ namespace OpenSim.Region.Framework.Scenes
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if(m_updateEntitiesThread.ThreadState == ThreadState.Stopped)
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if(m_updateEntitiesThread.ThreadState == ThreadState.Stopped)
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m_updateEntitiesThread.Start();
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m_updateEntitiesThread.Start();
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*/
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//m_sceneGraph.UpdateEntities();
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m_sceneGraph.UpdateEntities();
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}
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}
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