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@ -5,17 +5,29 @@ You **must** own a copy of Starbound to use it. Base game assets are not provide
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. 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.
## Changes ## Changes
* You can now make .patch files that are just merged in. That's why the patch files in here are unusually simple. ### Lighting
* Some Lua functions like getters and setters for player identity values, but not every function from [StarExtensions](https://github.com/StarExtensions/StarExtensions) has been ported yet. **The lightmap generation has been moved off the main thread, and supports higher color range.**
* Point lights are now additive, which is more accurate - you'll notice that different lights mix together better!
* Object spread lights are auto-converted to a hybrid light which is 25% additive.
### Assets
* Assets can now run Lua scripts on load, and after all sources have been loaded.
* These scripts can modify, read, patch and create new assets!
* Lua patch files now exist - **.patch.lua**
### Misc
* Player functions for saving/loading, modifying the humanoid identity
* Character swapping (rewrite from StarExtensions, currently command-only: `/swap name` case-insensitive, only substring required) * Character swapping (rewrite from StarExtensions, currently command-only: `/swap name` case-insensitive, only substring required)
* Custom user input support with a keybindings menu (rewrite from StarExtensions) * Custom user input support with a keybindings menu (rewrite from StarExtensions)
* Positional Voice Chat that works on completely vanilla servers, uses Opus for crisp, HD audio (rewrite from StarExtensions) * Positional Voice Chat that works on completely vanilla servers, uses Opus for crisp, HD audio (rewrite from StarExtensions)
* Both menus are made available in the options menu in this fork rather than as a chat command. * Both menus are made available in the options menu in this fork rather than as a chat command.
* Multiple font support (switch fonts inline with `^font=name;`, .ttf assets are auto-detected) * Multiple font support (switch fonts inline with `^font=name;`, **.ttf** and **.woff2** assets are auto-detected)
* World lightmap generation has been moved off the main thread * **.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 greatly reduce their impact on frametimes * 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 well when extremely long directives are used for "vanilla multiplayer-compatible" creations, like [generated clothing](https://silverfeelin.github.io/Starbound-NgOutfitGenerator/). * 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.
* Client-side tile placement prediction (rewrite from StarExtensions) * Client-side tile placement prediction (rewrite from StarExtensions)
* You can also resize the placement area of tiles on the fly. * You can also resize the placement area of tiles on the fly.
@ -23,7 +35,10 @@ It is still **work-in-progress**. You can download the very latest build from th
* Additionally, objects can be placed under non-solid foreground tiles. * Additionally, objects can be placed under non-solid foreground tiles.
* Some minor polish to UI * Some minor polish to UI
* Skybox 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. Additionally, you can also access now 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). * 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).
[Discord](https://discord.gg/D4QqtBNmAY) [Discord](https://discord.gg/D4QqtBNmAY)