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Stop redundant per-frame texture/table churn in OnUpdate (#30)
GoggleMapsMain's OnUpdate ran the full Overlay/Map/Minimap/pfQuest
redraw chain on every rendered frame regardless of whether the map
view had actually changed, reissuing SetTexture calls and
reallocating tables with unchanged arguments. This produced constant
GC churn while the map was open (measured ~1234 kB/s standing still
vs ~9 kB/s with the map closed).
Redraw work now runs only at the points that actually mutate view
state (Map:MoveMap for pan/zoom/resize/follow, and the three mapId
change sites) instead of being polled every tick. Also caches
Overlay's parsed overlay-data strings and Utils.GetWorldInfo results
(both derived from static data), adds a last-texture-path guard
before reissuing SetTexture, and hoists a per-frame table allocation
out of Player's facing-direction lookup.