with canvas based L.Paths, it's inefficient to draw too frequently, so reduce the debug tile refresh rate even further
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@ -3,7 +3,7 @@
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window.RenderDebugTiles = function() {
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this.CLEAR_CHECK_TIME = 0.5;
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this.CLEAR_CHECK_TIME = L.Path.CANVAS ? 2.0 : 0.5;
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this.FADE_TIME = 2.0;
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this.debugTileLayer = L.layerGroup();
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