)
: config(config)
, env(env)
+, shapes()
, block_types()
, save(save)
, world(block_types, wc)
, preload(env, chunk_loader, chunk_renderer)
, unload(env, world.Chunks(), save) {
TextureIndex tex_index;
+ env.loader.LoadShapes("default", shapes);
env.loader.LoadBlockTypes("default", block_types, tex_index);
interface.SetInventorySlots(block_types.size() - 1);
generator.LoadTypes(block_types);