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- Collect all dirty vertices and edges into sets before refreshing, so each VItem/EItem is refreshed exactly once regardless of how many diff categories it appears in. - Add _bulk_updating flag to GraphScene to suppress the VItem.itemChange cascade (triggered by setPos/setSelected) during update_graph, since the deduplication pass already handles all necessary refreshes. - Disable view updates for the duration of update_graph to prevent per-item repaint scheduling and BSP tree rebuilds. - Add cascade_edges parameter to VItem.refresh() so update_graph can skip per-vertex edge cascades and handle edges in a single batch. - Use vertex_map for O(1) lookups in select_vertices instead of iterating all scene items.
- Track _last_type to skip setPath() when vertex type is unchanged (phase-only or position-only changes no longer rebuild the path) - Remove redundant setPen from update_shape (overwritten by refresh) - Remove redundant QPen copy constructor in EItem.refresh - Inline update_shape logic into refresh and remove dead method
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