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The 2,000,000-triangle limit on a 3D object's meshes is now checked as each mesh is built, so an object past it is refused before the rest of its meshes are built: - Revolve counts each fill's and stroke's mesh as it builds it, instead of building every one first. - Inflate still solves every shape's membrane at once (the eye depends on the highest puff), but builds each solid only when its mesh is reached (inflate_meshes), so a refused object leaves the later solids unbuilt. - All the objects of one 3D asset share one budget (three_d_meshes_of), so assets.export3D refuses an asset whose objects pass the limit together.