But it's not without its bugs, and frankly the performance seemed to steadily deteriorate as more of the code was "cleaned up" to use more modern C++/STL stuff over the years.
I use a local fork from an older release that instead diverges even further away from using C++ crap in a very performance-sensitive area (the IdList indexing is done ad-hoc) and it's been far more usable for the large-ish models I tend to work on (designing sheds/roofs and cabin structures). The same models I work efficiently on are basically impossible to work with in current upstream releases (when I last tried them, admittedly pre-pandemic so years ago), almost every operation becomes a many-second stall.
Edit:
My local fork is based on Alexey Egorov's changes @
https://github.com/Evil-Spirit/solvespace-master/tree/id-lis...