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Knurled = 1; top_margin = (board_height - hole_vdist) / 2 + hole_diameter + hole_margin*2; side_margin = (board_width - hole_hdist) / 2; hole_margin = 1; // [0:No, 1:Yes] // Would you like a line (pointer) on the Env output, its negative will appear on the cylindrical edge of a cube sticking out of range. Please use the two goals of preserving.

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