Fix #25316: distorted subsurf UV in some cases. To counter distortion at seams,
we add extra creasing in the UV mesh, to keep it from shrinking, leading to distorted UVs, but this wasn't always working right, so tweaked the conditions.
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@@ -1521,7 +1521,7 @@ static void ccgSubSurf__calcSubdivLevel(CCGSubSurf *ss,
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}
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}
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if (seam && seamEdges < 2)
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if (seamEdges < 2 || seamEdges != v->numEdges)
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seam = 0;
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if (!v->numEdges) {
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@@ -1949,7 +1949,7 @@ static void ccgSubSurf__sync(CCGSubSurf *ss) {
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}
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}
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if (seam && seamEdges < 2)
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if (seamEdges < 2 || seamEdges != v->numEdges)
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seam = 0;
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if (!v->numEdges) {
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