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.