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Only transform the normal with the basis.
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@ -614,22 +614,22 @@ void PropMesher::add_tiled_wall_mesh_rect_simple(const int x, const int y, const
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int vc = get_vertex_count();
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int vc = get_vertex_count();
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//x + 1, y
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//x + 1, y
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add_normal(transform.xform(Vector3(0, 0, -1)));
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add_normal(transform.basis.xform(Vector3(0, 0, -1)));
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add_uv(transform_uv(Vector2(1, 1), texture_rect));
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add_uv(transform_uv(Vector2(1, 1), texture_rect));
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add_vertex(transform.xform(Vector3(x + 1, y, 0)));
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add_vertex(transform.xform(Vector3(x + 1, y, 0)));
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//x, y
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//x, y
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add_normal(transform.xform(Vector3(0, 0, -1)));
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add_normal(transform.basis.xform(Vector3(0, 0, -1)));
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add_uv(transform_uv(Vector2(0, 1), texture_rect));
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add_uv(transform_uv(Vector2(0, 1), texture_rect));
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add_vertex(transform.xform(Vector3(x, y, 0)));
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add_vertex(transform.xform(Vector3(x, y, 0)));
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//x, y + 1
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//x, y + 1
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add_normal(transform.xform(Vector3(0, 0, -1)));
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add_normal(transform.basis.xform(Vector3(0, 0, -1)));
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add_uv(transform_uv(Vector2(0, 0), texture_rect));
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add_uv(transform_uv(Vector2(0, 0), texture_rect));
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add_vertex(transform.xform(Vector3(x, y + 1, 0)));
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add_vertex(transform.xform(Vector3(x, y + 1, 0)));
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//x + 1, y + 1
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//x + 1, y + 1
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add_normal(transform.xform(Vector3(0, 0, -1)));
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add_normal(transform.basis.xform(Vector3(0, 0, -1)));
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add_uv(transform_uv(Vector2(1, 0), texture_rect));
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add_uv(transform_uv(Vector2(1, 0), texture_rect));
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add_vertex(transform.xform(Vector3(x + 1, y + 1, 0)));
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add_vertex(transform.xform(Vector3(x + 1, y + 1, 0)));
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