     protected var _masks :Map = Maps.newMapOf(int);
     protected var _fringes :Map = new WeakValueMap(Maps.newMapOf(FringeTile));
 
+    protected var _resStartTime :int;
+
+    protected var _skipComplete :Boolean
+
     protected const DEF_WIDTH :int = 985;
     protected const DEF_HEIGHT :int = 560;
 

        // Move that guy from pending to ready...
        _readyBlocks.add(resolved);
        _pendingBlocks.remove(resolved);

        if (_pendingBlocks.size() == 0) {
            resolutionComplete();
        }
    }


    protected function refreshBaseBlockScenes () :void
    {
        _resStartTime = getTimer();

        var blocks :Set = getBaseBlocks();

        // Keep this to use in our function...
        var thisRef :MisoScenePanel = this;


        // Postpone calling complete til they're all queued up.
        _skipComplete = true;

        blocks.forEach(function(blockKey :int) :void {
            if (!_blocks.containsKey(blockKey)) {
