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currently the game rapidly leaks memory if 5 conditions are met:
renderTile
bgColor
alpha is0
BitmapFilter
applied to this cameraunsure of exactly what the lower-level issue is causing this bug, but my guess is that after the
canvas.graphics
is cleared inCameraFrontEnd.lock
, due to the above conditions its never drawn to again before the next frame, and so the filters are put in a weird state and somehow memory is leakedthis pr fixes the issue by adding a
force
option toFlxCamera.fill
to bypass the alpha early-return forrenderTile
, and forcing abgColor
fill for it if any filters are currently active on the camera regardless of the alpha valueto reproduce the issue:
before and after fix: