fix uv scaling for animated (non-square) textures
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@ -228,7 +228,7 @@ class BlockModels(object):
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l, t, w, h = textureAtlas.texCoordsByName[texture]
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u1, v1, u2, v2 = uv
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uw = (w * (u2 - u1)) / 16
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vh = (h * (v2 - v1)) / 16
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vh = (w * (v2 - v1)) / 16 # w is assumed to be the height of a single frame in an animation xxxxx read .mcmeta
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u1 += l
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u2 = u1 + uw
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