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This fixes a number of bugs introduced with the quad smoothing. By introducing quaternions and some other math, we get significantly better circular interpolation. We can now create exact cylinders and cones, we're getting ~0.5% error on a sphere and torus that start with only a few vertices. I also reverted an earlier change that had the effect of compressing the parameterization a lot, which skewed colors badly. Still more work to do though.