# OpenStarbound This is a fork of Starbound. Contributions are welcome! You **must** own a copy of Starbound to use it. Base game assets are not provided for obvious reasons. 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 ### Lighting **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) * 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) * 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** 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. * Client-side tile placement prediction (rewrite from StarExtensions) * You can also resize the placement area of tiles on the fly. * Support for placing foreground tiles with a custom collision type (rewrite from StarExtensions, requires OpenSB server) * Additionally, objects can be placed under non-solid foreground tiles. * Some minor polish to UI * 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) ## Building Note: Some [blue text](## "hi :3") only contain tooltips. ### Windows * Install [vcpkg](https://github.com/microsoft/vcpkg?tab=readme-ov-file#quick-start-windows) *globally*. * 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. ### Linux To be written. ### macOS To be written.