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Allow TileMap physics/navigation to still work when hidden
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@ -652,7 +652,7 @@ void TileMapLayer::_physics_update() {
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const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
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// Check if we should cleanup everything.
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bool forced_cleanup = in_destructor || !enabled || !tile_map_node->is_inside_tree() || !tile_set.is_valid() || !tile_map_node->is_visible_in_tree();
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bool forced_cleanup = in_destructor || !enabled || !tile_map_node->is_inside_tree() || !tile_set.is_valid();
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if (forced_cleanup) {
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// Clean everything.
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for (KeyValue<Vector2i, CellData> &kv : tile_map) {
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@ -902,7 +902,7 @@ void TileMapLayer::_navigation_update() {
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NavigationServer2D *ns = NavigationServer2D::get_singleton();
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// Check if we should cleanup everything.
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bool forced_cleanup = in_destructor || !enabled || !navigation_enabled || !tile_map_node->is_inside_tree() || !tile_set.is_valid() || !tile_map_node->is_visible_in_tree();
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bool forced_cleanup = in_destructor || !enabled || !navigation_enabled || !tile_map_node->is_inside_tree() || !tile_set.is_valid();
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// ----------- Layer level processing -----------
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if (forced_cleanup) {
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