I've done some more tests, to uncover the SW decision tree used here.
Pad 4 of the attached image has 2 pads so you can see custom and std algorithms at inter-play
Custom pad has a 'push-away' even to own net, whilst the stand alone pad has a 'come here' for the thermal, _but_ that thermal starts to create, but then bumps into the push away.
A Normal pad has 'both push' away, for corners, and 'come here', for spokes.
All this needs to work, is for 'push away' to come from the graphical OR of the F.Cu items, just as now, and the 'come here' from Anchor Pad to be _allowed_ to trump that, just like a normal pad(s) _allows_ a thermal to reach the pad, even tho it has created some push away info itself.
This fix disables/tweaks an off switch decision, that was too sweeping.
I've done some more tests, to uncover the SW decision tree used here.
Pad 4 of the attached image has 2 pads so you can see custom and std algorithms at inter-play
Custom pad has a 'push-away' even to own net, whilst the stand alone pad has a 'come here' for the thermal, _but_ that thermal starts to create, but then bumps into the push away.
A Normal pad has 'both push' away, for corners, and 'come here', for spokes.
All this needs to work, is for 'push away' to come from the graphical OR of the F.Cu items, just as now, and the 'come here' from Anchor Pad to be _allowed_ to trump that, just like a normal pad(s) _allows_ a thermal to reach the pad, even tho it has created some push away info itself.
This fix disables/tweaks an off switch decision, that was too sweeping.