Many source file name and data type are prefixed by "skeleton" before, now all are refactored.
The class MeshResultContext represents the outcome of mesh generation before, now we have material, pose and animation, so we just rename it as Outcome.
This is the second version of auto-rig, differing from the first version, the user should pick up a rig type, unless no rig will be generated. Currently, only supports Tetrapod without tail. Export as glTF format to test this feature.
This commit also achive better quality quads than before.
This feature could be useful for smooth one component and soften the seam of combination,
This commit also include a crash fix about incorrect use of CGAL.
This is useful for making hole surface. For example, without subtraction, it's difficult to make a bucket like mesh, now, you just need to copy and paste the nodes, invert it from the Parts List Panel Context Menu, then down scale and move up a little bit.