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Flip the generated uvs.
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@ -569,19 +569,19 @@ void Prop2DMesher::add_tiled_wall_mesh_rect_simple(const int x, const int y, con
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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_uv(transform_uv(Vector2(1, 1), texture_rect));
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add_uv(transform_uv(Vector2(1, 0), texture_rect));
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add_vertex(transform.xform(Vector2(x + 1, y)));
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add_vertex(transform.xform(Vector2(x + 1, y)));
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//x, y
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//x, y
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add_uv(transform_uv(Vector2(0, 1), texture_rect));
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add_uv(transform_uv(Vector2(0, 0), texture_rect));
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add_vertex(transform.xform(Vector2(x, y)));
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add_vertex(transform.xform(Vector2(x, y)));
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//x, y + 1
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//x, y + 1
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add_uv(transform_uv(Vector2(0, 0), texture_rect));
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add_uv(transform_uv(Vector2(0, 1), texture_rect));
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add_vertex(transform.xform(Vector2(x, y + 1)));
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add_vertex(transform.xform(Vector2(x, y + 1)));
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//x + 1, y + 1
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//x + 1, y + 1
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add_uv(transform_uv(Vector2(1, 0), texture_rect));
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add_uv(transform_uv(Vector2(1, 1), texture_rect));
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add_vertex(transform.xform(Vector2(x + 1, y + 1)));
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add_vertex(transform.xform(Vector2(x + 1, y + 1)));
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add_indices(vc + 2);
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add_indices(vc + 2);
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