Describe the project you are working on
Godot
Describe the problem or limitation you are having in your project
Populating a scene in specific patterns/grid, or simply placing many instance of a given scene has always been a struggle (you need to drag&drop the scene many time or duplicate existing scenes). In the case of the grid placement, scene tiles from TileMapLayer have kind of solved the issue, but it lacks the editing flexibility the scene-tree editor (and the inspector) provide. Sadly, adding properties there as this PR implements has some issues: it saves a lot of data to the TileMapLayer node (hurting performance) and make an already complex API even more complex.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I suggest we implement some sort of scene painter like suggested by this proposal, and kind of implemented by this plugin. However, those do not really cover the case of TileMap, and the plugin implementation maybe isn't as tightly integrated with the CanvasItemEditor as it could be.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
So, I suggest we implement a new mode in the 2D editor, with some options:

We have:
- A dropdown to select a scene to paint, with, compared to the usual .tscn selector, gives you a list of recently used scenes. Could be some sort of a palette too, if we want to save those.
- A dropdown to select where to instantiate the scenes. If not set, use the root node as parent.
- A configuration menu where you can select from 3 modes:
- free painting: paint when you click, then every X pixels while dragging (X is configurable) Right click remove all scenes in a small area around the mouse that are children of the selected instances parent (in the top toolbar).
- grid: use the 2D editor grid to paint scenes. A left click paints, and possibly replaces, in a given spot. Right click erases.
- TileMapLayer: allows you to select a TileMapLayer node to use as the source of your grid. Works same as grid mode otherwise.
I am not 100% sure about how to present the configuration, but you get the general idea.
If this enhancement will not be used often, can it be worked around with a few lines of script?
This is core.
Is there a reason why this should be core and not an add-on in the asset library?
This is core.
Describe the project you are working on
Godot
Describe the problem or limitation you are having in your project
Populating a scene in specific patterns/grid, or simply placing many instance of a given scene has always been a struggle (you need to drag&drop the scene many time or duplicate existing scenes). In the case of the grid placement, scene tiles from TileMapLayer have kind of solved the issue, but it lacks the editing flexibility the scene-tree editor (and the inspector) provide. Sadly, adding properties there as this PR implements has some issues: it saves a lot of data to the TileMapLayer node (hurting performance) and make an already complex API even more complex.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I suggest we implement some sort of scene painter like suggested by this proposal, and kind of implemented by this plugin. However, those do not really cover the case of TileMap, and the plugin implementation maybe isn't as tightly integrated with the CanvasItemEditor as it could be.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
So, I suggest we implement a new mode in the 2D editor, with some options:

We have:
I am not 100% sure about how to present the configuration, but you get the general idea.
If this enhancement will not be used often, can it be worked around with a few lines of script?
This is core.
Is there a reason why this should be core and not an add-on in the asset library?
This is core.