BMesh: use inverse-square falloff /w smooth-subdiv
Resolves ugly artifacts with multi-cut.
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@ -96,7 +96,7 @@ static int edbm_subdivide_exec(bContext *C, wmOperator *op)
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}
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BM_mesh_esubdivide(em->bm, BM_ELEM_SELECT,
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smooth, SUBD_FALLOFF_ROOT, false,
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smooth, SUBD_FALLOFF_INVSQUARE, false,
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fractal, along_normal,
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cuts,
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SUBDIV_SELECT_ORIG, RNA_enum_get(op->ptr, "quadcorner"),
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