# 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 occasional releases (though those aren't very up to date yet!) 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** * These can patch JSON assets, as well as images! ### 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 of these [texts](## "hi :3") are just tooltips rather than links.
template sbinit.config for dist/ after build
```json { "assetDirectories" : [ "../assets/", "./mods/" ], "storageDirectory" : "./", "logDirectory" : "./logs/" } ```
### 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 the **`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. * If you're using an IDE, it should detect the correct preset and allow you to build from within. * Otherwise, build manually by running CMake in the **source/** directory: `cmake --build --preset=windows-release` * The built binaries will be in **dist/**. Copy the DLLs from **lib/windows/** and the **sbinit.config** above into **dist/** so the game can run. ### Linux (Ubuntu) * Make sure you're using CMake 3.19 or newer - you may need to [add Kitware's APT repo](https://apt.kitware.com/) to install a newer version. * Install dependencies: * `sudo apt-get install pkg-config libxmu-dev libxi-dev libgl-dev libglu1-mesa-dev libsdl2-dev python3-jinja2 ninja-build` * Clone [vcpkg](https://github.com/microsoft/vcpkg?tab=readme-ov-file#quick-start-unix) (outside the repo!) and bootstrap it with the linked instructions. * Set the **`VCPKG_ROOT`** environment value to your new vcpkg directory, so that CMake can find it. * `export VCPKG_ROOT=/replace/with/full/path/to/your/vcpkg/directory/` * Change to the repo's **source/** directory, then run `cmake --build --preset=linux-release` to build. * The built binaries will be in **dist/**. Copy the the .so libs from **lib/linux/** and the **sbinit.config** above into **dist/** so the game can run. * From the root dir of the repo, you can run the assembly script which is used by the GitHub Action: `scripts/ci/linux/assemble.sh` * This packs the game assets and copies the built binaries, premade sbinit configs & required libs into **client/** & **server/**. ### macOS To be written.