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Bugfix: holes were not sorted using the nearest-neighbor search, resulting in inefficient paths. #1785
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@ -261,6 +261,12 @@ sub make_perimeters {
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$i--;
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}
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}
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# order holes efficiently
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@holes = @{Slic3r::Geometry::chained_path_items(
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[ map [ ($_->{outer} // $_->{hole})->first_point, $_ ], @holes ],
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)};
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push @loops, reverse map $traverse->([$_], 0), @holes;
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}
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push @loops, $traverse->($polynode->{children}, $depth+1, $is_contour);
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