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| | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared. | 
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| | This makes more sense when you realise that the existing navigation
workings work on exactly the same type! | 
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| | Rails in this case. | 
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| | Simpler, unbinds the transformation matrices for location, now done just in the shader. | 
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| | This will likely make stupid connections in some circumstances, but they will be mechanically sound | 
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| | Add rail links between existing nodes and arbitrary points | 
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| | Fixes order of mesh points oo fix culling | 
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