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Fix initial map generation of singleplayer, move EnvRenderer_UpdateFog to top of Render3D
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@ -508,15 +508,15 @@ static void UpdateViewMatrix(void) {
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static void Game_Render3D(double delta, float t) {
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static void Game_Render3D(double delta, float t) {
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Vec3 pos;
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Vec3 pos;
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EnvRenderer_UpdateFog();
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if (EnvRenderer_ShouldRenderSkybox()) EnvRenderer_RenderSkybox();
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if (EnvRenderer_ShouldRenderSkybox()) EnvRenderer_RenderSkybox();
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AxisLinesRenderer_Render();
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AxisLinesRenderer_Render();
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Entities_RenderModels(delta, t);
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Entities_RenderModels(delta, t);
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Entities_RenderNames();
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Entities_RenderNames();
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Particles_Render(t);
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Particles_Render(t);
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Camera.Active->GetPickedBlock(&Game_SelectedPos); /* TODO: only pick when necessary */
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Camera.Active->GetPickedBlock(&Game_SelectedPos); /* TODO: only pick when necessary */
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EnvRenderer_UpdateFog();
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EnvRenderer_RenderSky();
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EnvRenderer_RenderSky();
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EnvRenderer_RenderClouds();
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EnvRenderer_RenderClouds();
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@ -145,8 +145,8 @@ static void SPConnection_BeginConnect(void) {
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}
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}
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Random_SeedFromCurrentTime(&rnd);
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Random_SeedFromCurrentTime(&rnd);
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World_SetDimensions(128, 64, 128);
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World_NewMap();
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World_NewMap();
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World_SetDimensions(128, 64, 128);
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Gen_Vanilla = true;
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Gen_Vanilla = true;
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Gen_Seed = Random_Next(&rnd, Int32_MaxValue);
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Gen_Seed = Random_Next(&rnd, Int32_MaxValue);
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