Fixed bug where merging and splitting connected regions may result in a chain desync
Added spawn size to minie spawn command
Added live chunk generation
Use a smarter more conservative facet generation method for each chunk to reduce initial mesh simplification costs
Change EdgeSet to use LinkedHashSet for better iteration, potentially.
Map polygon points to existing vertices to reduce unnecessary vertex duplication
Attempt to merge overlapping edges initially before doing anything else when simplifying
Use tree sets instead of priority queues for constant time poll
Split intersection calculation method into two separate methods
Rework which edges are actively within the scan zone to reduce the amount of edges to check when looking for intersections. This should help make the entire algorithm closer to O(nlogn)
Removed intersection classes
Added method to resolve only collinear edges around a vertex
Added method to resolve edge intersections directly from the edge, rather than the positive side
Added simple Y check to see if two edges can even intersect
Added method to calculate absolute vector
Added test plane by default to MeshingTest2(the plane viewer)
Properly determine the insertion edge when triangulation to avoid having to sort each vertex later
Synchronize the plane viewer to prevent incorrect index saving when switching planes too quickly
Use the shape instead of collision shape for summoned physics objects
Check for chain destination vs origin comparison only before intersection
Force move vertex horizontally if within VERTEX_TOLERANCE of another vertex
Share chains across partitions that are being combined
Use linked hash set for reproducibility when required
Split chain generation into three smaller methods
Fixed error when certain chains skip certain vertices, specifically after splitting a partition
Hide internal classes
Add conversion to external classes when returning data
Update the polygon viewer
Update chain intersections in parallel
Sort edges cleaner
Resolve some TODOs
Removed a lot of debug code
Added comments
Fixed partition monotone not setting the vertex after unlinking edges
Added some better java awt stuff
Added a method to copy meshes
Should now sort edges based on the correct cross product
Fixed support edge connecting to the wrong vertex
Added in some more checks
Draw shapes slightly more correctly?