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Temporarily reinstate prim counting in the update loop to make the production
systems run
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@@ -151,7 +151,7 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_update_events = 1;
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private int m_update_backup = 200;
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private int m_update_terrain = 50;
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// private int m_update_land = 1;
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private int m_update_land = 10;
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private int m_update_coarse_locations = 50;
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private int frameMS;
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@@ -1330,12 +1330,12 @@ namespace OpenSim.Region.Framework.Scenes
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terrainMS = Util.EnvironmentTickCountSubtract(terMS);
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}
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//if (m_frame % m_update_land == 0)
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//{
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// int ldMS = Util.EnvironmentTickCount();
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// UpdateLand();
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// landMS = Util.EnvironmentTickCountSubtract(ldMS);
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//}
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if (m_frame % m_update_land == 0)
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{
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int ldMS = Util.EnvironmentTickCount();
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UpdateLand();
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landMS = Util.EnvironmentTickCountSubtract(ldMS);
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}
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frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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