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Adaptive segmentation now honors minAngle for curves and surfaces, not just circles: a stretch is only subdivided while it's both longer than minSize and turns by more than minAngle. Straight and gently curved parts of paths, splines and surfaces come out with far fewer points (a flat surface is a single cell instead of a dense grid), so models build faster, while tight curves keep their detail. Expect tessellations to change.
draped(over:) now continues geometry past a surface's edges along the surface's tangent planes, instead of squashing it flat against the edge. A design can overhang a surface's edge a little and keep its shape, and doing so no longer logs a warning.
Rounded edges and corners of 3D offsets, rounded, and hollowed now follow the segmentation like circles do. They used to come out several times coarser.
Results of 3D offsets, rounding, and hollowing are simplified, so flat faces no longer come out as tens of thousands of tiny triangles.
3D offsets of the same solid now come out the same on every run.
Fixes
Fixed draped(over:) appearing to hang when the geometry was much larger than the surface's domain, such as a surface that wasn't remapped.
Fixed a crash in enclosed(against:) for surfaces with dense grids.
Fixed a slice of a path, such as path[0.5...1.5], sometimes cutting the corners inside it when sampled.
If you build your own Mesh from polygon faces (advanced), faces that start with three points in a straight line, or at a concave corner, are now triangulated correctly. They could come out wrong, or crash on large faces.