95acd3b20a494d083ae2a3d5afa25d5bdf310ac8
Issue was caused by some objects being in bMain and tagged for update but not being in the DAG. This means objects wouldn't be updated and their recalc flag remains untouched triggering threaded for the next frame. Solved by tweaking POST_UPDATE_HANDLER_WORKAROUND in the way that it checks objects' recalc flags from the DAG, not from the bMain. This will work a bit longer since DAG stored more nodes than objects in the scene, but this code only runs in cases when there're some objects tagged for update, which keeps overall CPU usage on such a workaround pretty low. Now CPU usage on 11a_comp scene from project Pampa went down from ~15% down to ~5% (2,69 release uses ~%7). Pointed by Thomas Dinges in IRC.
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