more work on parallel dispatching of simulation islands
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@@ -179,7 +179,7 @@ void CollisionDispatcher::ReleaseManifoldResult(ManifoldResult*)
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}
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void CollisionDispatcher::DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo)
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void CollisionDispatcher::DispatchAllCollisionPairs(BroadphasePair* pairs,int numPairs,DispatcherInfo& dispatchInfo)
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{
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//m_blockedForChanges = true;
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@@ -187,12 +187,12 @@ void CollisionDispatcher::DispatchAllCollisionPairs(OverlappingPairCache* pairCa
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int dispatcherId = GetUniqueId();
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pairCache->RefreshOverlappingPairs();
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for (i=0;i<pairCache->GetNumOverlappingPairs();i++)
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for (i=0;i<numPairs;i++)
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{
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BroadphasePair& pair = pairCache->GetOverlappingPair(i);
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BroadphasePair& pair = pairs[i];
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if (dispatcherId>= 0)
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{
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