Keep scene tiles even if the TileMap is invisible
(cherry picked from commit 25e927e56b
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@ -1191,7 +1191,7 @@ void TileMapLayer::_scenes_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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