func setUIScale() { switch uiScale.Value() { case uiAuto: ui.DrawMode = ui.Scaled ui.Scale = 1.0 case uiSmall: ui.DrawMode = ui.Unscaled ui.Scale = 0.4 case uiMedium: ui.DrawMode = ui.Unscaled ui.Scale = 0.6 case uiLarge: ui.DrawMode = ui.Unscaled ui.Scale = 1.0 } ui.ForceDraw() }
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() }