osb/README.md
2024-04-14 07:18:00 +10:00

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# 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.
<details>
<summary><b>template sbinit.config for dist/ after build</b></summary>
<br>
```json
{
"assetDirectories" : [
"../assets/",
"./mods/"
],
"storageDirectory" : "./",
"logDirectory" : "./logs/"
}
```
</details>
### 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.