Various code improvements
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@@ -2474,7 +2474,7 @@ void TerrainPatch::ExtractCollisionGeometry(Array<Float3>& vertexBuffer, Array<i
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if (_collisionVertices.IsEmpty())
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{
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// Prevent race conditions
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ScopeLock lock(Level::ScenesLock);
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ScopeLock sceneLock(Level::ScenesLock);
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if (_collisionVertices.IsEmpty())
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{
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const float size = _terrain->_chunkSize * TERRAIN_UNITS_PER_VERTEX * Terrain::Terrain::ChunksCountEdge;
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