It is still **work-in-progress**. You can download the very latest build from the [Actions](https://github.com/OpenStarbound/OpenStarbound/actions?query=branch%3Amain) tab, or the ocassional releases.
Note: Not every function from [StarExtensions](https://github.com/StarExtensions/StarExtensions) has been ported yet, but compatibility with mods that use StarExtensions features is planned.
* Multiple font support (switch fonts inline with `^font=name;`, **.ttf** and **.woff2** assets are auto-detected)
* **.woff2** fonts are much smaller than **.ttf**, [here's a web conversion tool](https://kombu.kanejaku.org/)!
* Experimental changes to the storage of directives in memory to reduce copying - can reduce their impact on frametimes when very long directives are present
* Works especially well when extremely long directives are used for "vanilla multiplayer-compatible" creations, like [generated clothing](https://silverfeelin.github.io/Starbound-NgOutfitGenerator/) or custom items/objects.
* The Skybox's sun now matches the system type you're currently in.
* Previously generated planets will not have this feature and will display the default sun.
* Modded system types require a patch to display their custom sun.
* You can also access the skybox sun scale and its default ray colors. For more details see, [sky.config.patch](https://github.com/OpenStarbound/OpenStarbound/blob/main/assets/opensb/sky.config.patch).
* vcpkg recommends a short directory, such as `C:\src\vcpkg` or `C:\dev\vcpkg`.
* If you're using Visual Studio, don't forget to run `vcpkg integrate install`!
* Set [**`VCPKG_ROOT`**](## "Environment Value") to your vcpkg dir, so that CMake can find it.
* Install [Ninja](https://ninja-build.org/ "Ninja Build System"). Either add it to your [**`PATH`**](## "Environment Value"), or just use [Scoop](https://scoop.sh/) (`scoop install ninja`)
* Check to see if your IDE has CMake support, and that it's [actually installed](## "If you're using VS, open Visual Studio Installer to install CMake.").
* Open the repo directory in your IDE - it should detect the CMake project.
* Build.
* You need to create a sbinit.config and manually copy DLLs from lib/windows/ to the [output directory](## "dist/") to run the client.