I did some testing, without this equality check across about ~150 runs of the operator on a mesh with 1.5m verts, the average is about 90ms, compared to 96ms when doing the check. I don't…
I'm not sure what you mean by using vert_hide_update
here - do you mean swapping out the propagate_vertex_visbility
and update_undo_state
functions for it? I think it's possible but adapting…
Yep, makes sense. I'm still not super solid on move semantics but it's good to keep in mind.
Oh, good to know. I wasn't aware that that's how TBB operated
Realistically, it only happens when you're hiding a mesh that's already mostly hidden or showing a mesh that's already mostly visible. I didn't measure the impact of removing this and just letting…
Isn't IndexRange face
still needed for face_corner_prev
& face_corner_next
?