func start() { render.LoadTextures() initBlocks() con.init() initClient() fakeGen() if skipLogin { setScreen(newServerList()) console.ExecConf("autoexec.cfg") } else { setScreen(newLoginScreen()) } render.Start() }
func reloadResources() { console.Text("Bringing everything to a stop") for freeBuilders < maxBuilders { select { case pos := <-completeBuilders: freeBuilders++ if c := chunkMap[chunkPosition{pos.X, pos.Z}]; c != nil { if s := c.Sections[pos.Y]; s != nil { s.building = false } } } } locale.Clear() render.LoadSkinBuffer() modelCache = map[string]*model{} console.Text("Reloading textures") render.LoadTextures() console.Text("Reloading biomes") loadBiomes() ui.ForceDraw() console.Text("Reloading blocks") reinitBlocks() console.Text("Marking chunks for rebuild") for _, c := range chunkMap { for _, s := range c.Sections { if s != nil { s.dirty = true } } } console.Text("Rebuilding static models") render.RefreshModels() console.Text("Reloading inventory") Client.playerInventory.Update() }