The new adjacent faces method border lookup fails in some directions around 45 degrees * Use 8 Dijkstra directions (also diagonally) to determine which polygon is the closest to each pixel. Using only Manhattan distance lead to large parts of the texture which were matched with the wrong polygon. * Use neighbroing polygons for edge search. The Adjacent Faces algorithm needs to determine the closest edge, in UV space, each pixel. To speed this up first as map is built which finds the closest polygon for each pixel along horizontal, vertical and diagonal steps. Because this can sometimes be one edge off we first look in the polygon from the map, if that fails also check the edges of its neighbouring UV polygons. Differential Revision: https://developer.blender.org/D13935