completely fixed cylinder scaling
uwu
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@@ -265,7 +265,7 @@ void PartInstance::addSmoothTriangle(Vector3 v1, Vector3 v2, Vector3 v3)
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void PartInstance::addPlus(Vector3 v1)
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void PartInstance::addPlus(Vector3 v1)
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{
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{
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float renderY = max(size.z, max(size.x, size.y))/2 * 0.85;
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float renderY = max(size.z, max(size.x, size.y))/2 * 0.775;
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Vector3 vx1 = v1 + Vector3(0, -renderY, -0.1f);
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Vector3 vx1 = v1 + Vector3(0, -renderY, -0.1f);
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Vector3 vx2 = v1 + Vector3(0, -renderY, 0.1f);
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Vector3 vx2 = v1 + Vector3(0, -renderY, 0.1f);
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Vector3 vx3 = v1 + Vector3(0, renderY, 0.1f);
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Vector3 vx3 = v1 + Vector3(0, renderY, 0.1f);
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@@ -319,7 +319,7 @@ void PartInstance::addPlus(Vector3 v1)
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void PartInstance::addPlus2(Vector3 v1)
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void PartInstance::addPlus2(Vector3 v1)
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{
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{
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float renderY = max(size.z, max(size.x, size.y))/2 * 0.85;
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float renderY = max(size.z, max(size.x, size.y))/2 * 0.775;
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Vector3 vx3 = v1 + Vector3(0, -renderY, -0.1f);
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Vector3 vx3 = v1 + Vector3(0, -renderY, -0.1f);
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Vector3 vx2 = v1 + Vector3(0, -renderY, 0.1f);
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Vector3 vx2 = v1 + Vector3(0, -renderY, 0.1f);
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Vector3 vx1 = v1 + Vector3(0, renderY, 0.1f);
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Vector3 vx1 = v1 + Vector3(0, renderY, 0.1f);
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