Also lets models have a default view for each form. Fixes some incorrect
behaviors with the setup of entities to go along with this (e.g. if there
was no default form, the last form would wind up being the default, rather
than the first, if default views were specified.
(just a credit card for now, though). This also introduces some fixes
to the process-model script, allowing for it to compensate for the
extra height introduced by the line art. blender-model.py is adjusted
to allow for this, and makeModel() now checks for the bottom/extra
values produced by the process.
Auto prey capacity was getting set to false, rather than 'off'.
It was also showing up when it shouldn't have. The blender script
ignores spaces in the view list now. makeModel wasn't including
mass correcetly.
This also makes two changes to forms: first, forms can
be set to rename the entity, just like views can. This is
enabled for anything using makeModel. Secondly, when switching,
if the new form has a view whose names matches the old form's active
view, it will switch to that same-named view, instead of using
the default view for the form.
So, for example, you'll stay on the "side" view for coins, even when
switching between forms.