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Uneven corner numbers, naturally a face with the multipliers here, tweak the variables themselves v_wall(h=4, l=height-rail_clearance*2-thickness); // top right [left_edge + height * rotate_vector_cos, rotate_vector_sin * rail_depth] // top right [left_edge + height * rotate_vector_cos, rotate_vector_sin * height + rotate_vector_sin * height], // top right [left_edge + height * rotate_vector_cos, rotate_vector_sin * height], // top left [left_edge, 0], // drop to axis [left_edge, -extra_depth], // top point? ]; From 32ece2d681b26731bad50902587b988d6a79e43e.

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