Only visible TileMaps should add light occluders
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@ -111,6 +111,15 @@ void TileMap::_notification(int p_what) {
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}
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
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for (Map<PosKey, Quadrant::Occluder>::Element *F = E->get().occluder_instances.front(); F; F = F->next()) {
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VS::get_singleton()->canvas_light_occluder_set_enabled(F->get().id, is_visible());
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}
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}
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} break;
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}
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}
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@ -675,6 +684,7 @@ void TileMap::update_dirty_quadrants() {
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VS::get_singleton()->canvas_light_occluder_set_polygon(orid, occluder->get_rid());
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VS::get_singleton()->canvas_light_occluder_attach_to_canvas(orid, get_canvas());
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VS::get_singleton()->canvas_light_occluder_set_light_mask(orid, occluder_light_mask);
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VS::get_singleton()->canvas_light_occluder_set_enabled(orid, is_visible());
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Quadrant::Occluder oc;
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oc.xform = xform;
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oc.id = orid;
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