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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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