Mesh filter modes that use averaged neighbor data were not passing in the mesh `hide_poly` attribute data, leading to incorrect behavior when calculating averaged positions. To fix this and account for hidden elements since we are operating on the entire mesh, we pass in the attribute and use the `neighbor_data_average_mesh_check_loose` method to account for vertices with no neighbors. Pull Request: https://projects.blender.org/blender/blender/pulls/129886