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Export 3D Object built every Extrude & Bevel (both kinds) and Inflate solid twice: once for the facets that decide whether the art draws it and count toward the object's face limit, and again for its mesh. The solid builder now keeps the projected facets and the faces before projection from one pass (`extrude_meshed`, `inflate_meshed`), and the export decides and meshes each part from that one build. Where a mesh built alone cuts Inflate's twisted sides differently (it has less room left after keeping the faces turned away), the mesh's sides are cut with its own room. Strokes past their limits are still left out, a fill's error and the object's face limit still stop the export at the same part, and the triangle budget is unchanged. Tests compare the facets and meshes with separately built ones bit for bit, and count one build per solid.