We better integrate the 'hard-coded' block types (e.g. ruby and emerald from the last video) for having a random tint or shade. This corrects a bug where these block types, which do not have their own textures on the texture atlas but appropriate the concrete uvs, frequently lose their designated hue and are rendered white or grey.
Finally, we make sure that the 'blockType' property is represented on the terrain dictionary (td) instead of simply a 't'. This means we have to update some logic checks, where before we were detecting terrain block via this 't'; now, we check for a block what eliminating alternatives, i.e. None or 'g' (gap).
Playlist: • new Python Minecraft with Ursina
Code and assets from video: https://github.com/RedHenDev/ursina_t...
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