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(board_height - hole_vdist) / 2; hole_vert = (board_height - hole_vdist) / 2 + (enable_stem ? Stem_height : 0) + knob_height - sphere_indents_cutdepth; for (z = [0 : sphere_indents_count]) { z_position = height * rotate_vector_cos; [left_edge, rotate_vector_cos * rail_depth], // top to bottom of the indenting cones. ≥30 means.

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