The main idea behind is to have a list of pixels that will be copied to pixels near uv seams in order to fix bleeding artifacts.
## Extraction ##
For each uv edge we check if the edge has a connecting edge in uv space, these edges don't need to be fixed.
If there isn't a connecting edge in uv space there can be 2 situations.
1. It has a connecting edge in 3d space.
2. It doesn't have any connection in 3d space.
When it has a connecting edge in 3d space we project the image coordinate onto the other uv face and find the nearest pixel.
When it doesn't have a connecting edge in 3d space we clamp it to the nearest pixel in uv space (without projection).
## Application ##
When applying the fixes the nodes that have been used during drawing will copy their list of source pixels to their
known destination.
## Video ##
{F13015914}
Green are pixels that can be painted on, red pixels indicate pixels that will be fixed. Grey pixels are left untouched.
{F13015924}
## TODO ##
* [X] Add support for tiled images.
* [X] Add partial updating.
* [X] Remove usage of BMesh.