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Modified the mesh update thread's sleep time to speed it up (it was way too high)
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@ -39,10 +39,12 @@ void * MeshUpdateThread::Thread()
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QueuedMeshUpdate *q = m_queue_in.pop();
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if(q == NULL)
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{
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sleep_ms(50);
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sleep_ms(3);
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continue;
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}
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ScopeProfiler sp(&g_profiler, "mesh make");
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scene::SMesh *mesh_new = NULL;
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mesh_new = makeMapBlockMesh(q->data);
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