Some preparings for triangulation code changes.
Implemented a better faster greater more powerful traingulation algorithm. ;). It's will be triggerd in the mesh conversion method for the very first toMesh conversion. You can decide if you want to use triangulated polys by doing nothing but calling toMesh();. You can choose to use quads by calling toMesh(false); This will tell the system not to compute the quad polys. Quad based meshes are still a requirement! But now they can be mixed out of quads and triangles.