3.3 KiB
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 latest test build here.
Changes:
-
You can now make .patch files that are just merged in. That's why the patch files in here are unusually simple.
-
Some Lua functions like getters and setters for player identity values, but not every function from StarExtensions has been ported yet.
-
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 assets are auto-detected) -
World lightmap generation has been moved off the main thread
-
Experimental changes to the storage of directives in memory to greatly reduce their impact on frametimes
- Works well when extremely long directives are used for "vanilla multiplayer-compatible" creations, like generated clothing.
-
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
-
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.
Building
Note: Some text have hover tooltips.
Windows
- Install vcpkg globally.
- vcpkg recommends a short directory, such as
C:\src\vcpkg
orC:\dev\vcpkg
. - If you're using Visual Studio, don't forget to run
vcpkg integrate install
! - Set
VCPKG_ROOT
to your vcpkg dir, so that CMake can find it.
- vcpkg recommends a short directory, such as
- Install Ninja. Either add it to your
PATH
, or just use Scoop (scoop install ninja
) - Check to see if your IDE has CMake support, and that it's actually installed.
- 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 to run the client.
Linux
To be written.
macOS
To be written.