Avoid unnecessary updates in TileMapLayer #109243
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Repiteo merged 1 commit intogodotengine:masterfrom Sep 25, 2025
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TileMapLayer::set_cellTileMapLayer
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Significantly improves #105957, although I'm not sure if it's fast enough to be considered fixed or not.
Looking at the flamegraph, there were two major sections that seemed like low hanging fruit.
The first was that if
navigation_enabledisfalse, then any update will cause every cell to clear its navigation, which isn't needed if navigation wasn't already in use.The second was a bunch of overhead from the red black tree used to sort quadrants. I tried out
LocalVectorandSortArrayinstead to see how it would compare, and it's uglier but significantly faster.Numbers
With no optimizations, I get ~260 ms Physics spikes.

With the first optimization, I get 42 ms Physics spikes.

With both optimizations, I get 28 ms Physics spikes.

At that point, the process time dominates.