diff --git a/BarotraumaShared/Source/Map/Levels/CaveGenerator.cs b/BarotraumaShared/Source/Map/Levels/CaveGenerator.cs
index bb9a182f6..db35a027b 100644
--- a/BarotraumaShared/Source/Map/Levels/CaveGenerator.cs
+++ b/BarotraumaShared/Source/Map/Levels/CaveGenerator.cs
@@ -347,9 +347,10 @@ namespace Barotrauma
return pathCells;
}
-
+
public static List
GeneratePolygons(List cells, out List verticeList, bool setSolid=true)
{
+ //TODO: consider separating body generation from render triangle generation
verticeList = new List();
var bodies = new List();
diff --git a/BarotraumaShared/Source/Map/Levels/Level.cs b/BarotraumaShared/Source/Map/Levels/Level.cs
index 9207704f8..87cf7682f 100644
--- a/BarotraumaShared/Source/Map/Levels/Level.cs
+++ b/BarotraumaShared/Source/Map/Levels/Level.cs
@@ -440,16 +440,17 @@ namespace Barotrauma
List cellsWithBody = new List(cells);
-#if CLIENT
List bodyVertices;
bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out bodyVertices);
+#if CLIENT
+
renderer.SetBodyVertices(bodyVertices.ToArray());
renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
renderer.PlaceSprites(generationParams.BackgroundSpriteAmount);
#endif
-
+
ShaftBody = BodyFactory.CreateEdge(GameMain.World,
ConvertUnits.ToSimUnits(new Vector2(borders.X, 0)),
ConvertUnits.ToSimUnits(new Vector2(borders.Right, 0)));