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* Swaps Scene.Entities Dictionary for EntityManager.
* Important Changes: Scene.Entities is now IEnumerable directly. You do not need to use Entities.Values, you can Enumerate on .Entities directly. (So 'foreach Scene.Entities' vs 'foreach Scene.Entities.Values'). * Locks: Entities maintains it's own internal locking states. This means you do not need to lock entities anymore. I'll be going through and removing locks on it systematically.
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@@ -98,7 +98,7 @@ namespace OpenSim.Region.DataSnapshot.Providers
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XmlNode parent = nodeFactory.CreateNode(XmlNodeType.Element, "objectdata", "");
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XmlNode node;
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foreach (EntityBase entity in m_scene.Entities.Values)
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foreach (EntityBase entity in m_scene.Entities)
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{
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// only objects, not avatars
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if (entity is SceneObjectGroup)
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