Added quantum triangles to the debug display.
Created a boolean in Preinitializer that says whether or not to show quantum triangles in debug display.  Changed the contains method in BasicTriangle to return true if the input point is outside of the triangle, but close to its edge.
I think I found the problem. The root cause was that an open edge was being covered from the inside (and hence not covered). This was because I placed a triangle with a pre-existing vertex sitting inside of it. I've written some code that I think will prevent that, but we'll have to test it.
Added a new constructor for EdgeBreakdownTree that makes one for use in a PuzzleBoundary. This required adding some new methods to MultiTree.
Trying a merge.