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Walk groups natively with lane paint threaded down
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@@ -73,8 +73,8 @@ fn boolean_core<'e>(
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};
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let element = result_vector_list.element(0).cloned().unwrap_or_default();
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let fill = park_paint(graphic_types::graphic::paint_graphics::<Fill, _>(&result_vector_list, 0).map(|paint| paint.into_owned()))?;
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let stroke = park_paint(graphic_types::graphic::paint_graphics::<Stroke, _>(&result_vector_list, 0).map(|paint| paint.into_owned()))?;
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let fill = park_paint(graphic_types::graphic::paint_graphics::<Fill, _>(&result_vector_list, 0).cloned())?;
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let stroke = park_paint(graphic_types::graphic::paint_graphics::<Stroke, _>(&result_vector_list, 0).cloned())?;
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let layer_path: Vec<NodeId> = result_vector_list.attribute::<Vec<NodeId>>(ATTR_EDITOR_LAYER_PATH, 0).map(|path| path.clone()).unwrap_or_default();
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let layer_path = arena.alloc(layer_path).ok_or_else(exhausted)?.0;
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// Snapshot the input layers so the renderer can recurse into them for
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@@ -3040,12 +3040,12 @@ fn morph_core(content: List<Graphic>, progression: f64, reverse: bool, distribut
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let fill_paint = {
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let source = paint_graphics::<Fill, _>(&content, source_index);
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let target = paint_graphics::<Fill, _>(&content, target_index);
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lerp_graphic(source.as_deref(), target.as_deref(), time)
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lerp_graphic(source, target, time)
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};
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let stroke_paint = {
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let source = paint_graphics::<StrokeAttr, _>(&content, source_index);
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let target = paint_graphics::<StrokeAttr, _>(&content, target_index);
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lerp_graphic(source.as_deref(), target.as_deref(), time)
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lerp_graphic(source, target, time)
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};
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// Work directly with manipulator groups, bypassing the BezPath intermediate representation.
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