Don't force-cleanup already cleaned up TileMap
cells
#89809
+25
−22
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
AFAICT fixes #89774.
cc @MagmaGuy if you could please test for confirmation.
This seems like a band aid fix though, I'd say there's plenty to improve regarding cleaning/freeing stuff. There should probably be more control about it. E.g. currently when toggling visibility of a TileMapLayer it cleanups all rendering stuff on hiding, and recreates everything on show. Meaning if you'd e.g. want to keep blinking a TileMapLayer (without making any other changes to it) then it would still do all needless freeing/recreating, very inefficient (blinking is of course quite an exteme example). I'd say it should be somehow possible to prevent freeing (and thus recreating), on demand or something like that.