//TODO check for shielded parts using mesh occlusion/containment rather than cylinder bounding containment
 public static void findShieldedPartsMesh(Part basePart, String rootMeshName, List<Part> shieldedParts)
 {
     Bounds combinedBounds = SSTUUtils.getRendererBoundsRecursive(basePart.transform.FindRecursive(rootMeshName).gameObject);
 }