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First pass at cleaning up thread safety in EntityManager and SceneGraph
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@@ -568,8 +568,7 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
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{
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m_copse = new List<Copse>();
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List<EntityBase> objs = m_scene.GetEntities();
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EntityBase[] objs = m_scene.GetEntities();
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foreach (EntityBase obj in objs)
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{
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if (obj is SceneObjectGroup)
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