- Add ItemL10n struct that is similar to ItemImgs except it holds i18n description and not items. ItemDesc::l10n uses this struct to provide common_i18n::Content for both names and descriptions. So far it only used in voxygen, but it can be used by rtsim in dialogues. - Introduced new deprecation, ItemKind::Ingredient, because it uses item.name(). It's not deleted, because it's used in inventory sorting, and our inventory sorting is, for some reason, server-side. - Crafting UI also still uses deprecated item.name(), because again, sorting. It's probably will be easier to handle, because it's UI sorting and we can use localized names here, but still, it's a thing to discuss. - Moved Item::describe() to voxygen/hud/util. The most important thing to note is we don't want to completely delete deprecated .name() and .description() along with corresponding fields in ItemDef because ItemDef is now "public" API, exposed in plugins and I don't want to break plugins before we actually implement i18n for them. Otherwise, it would be basically impossible to use items in plugins. What's left is actually fully implementing ItemDesc::l10n, create item_l10n.ron and add fallback on current .name() and .description() implementation. |
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.cargo | ||
.github | ||
.gitlab | ||
assets | ||
client | ||
common | ||
network | ||
nix | ||
plugin | ||
rtsim | ||
server | ||
server-cli | ||
voxygen | ||
world | ||
.dockerignore | ||
.gitattributes | ||
.gitignore | ||
.gitlab-ci.yml | ||
.mailmap | ||
.rustfmt.toml | ||
.tokeignore | ||
Cargo.lock | ||
Cargo.toml | ||
CHANGELOG.md | ||
clippy.toml | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTING.md | ||
flake.lock | ||
flake.nix | ||
LICENSE | ||
README.md | ||
rust-toolchain |
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Welcome to Veloren!
Veloren is a multiplayer voxel RPG written in Rust. It is inspired by games such as Cube World, The Legend of Zelda: Breath of the Wild, Dwarf Fortress and Minecraft. The game is in active development and enjoys a flourishing player community.
Development
Currently, most communication among contributors takes place on our official Discord server. Similarly, we provide a Matrix server as a more privacy-friendly alternative. You can join it to keep up with the game development, talk with the community or even contribute something yourself. Anyone who shows genuine effort to help is welcome to our team. You do not need to know how to code to contribute to the game!
Translators are welcome to contribute on our Weblate instance.
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Useful links
Sign up - Here you can create an official account for Veloren. Most Veloren servers require you to register with the official authentication server to play.
Click here for more details about authentication
The official authentication server uses TLS encryption extensively. It also employs salted hashing to ensure your login credentials are stored securely. Additionally, the server neither tracks any metrics nor uses data for any purpose other than providing the authentication service.The wiki - The official wiki which provides various information about the game.
The book - The book is a collection of supplementary information about the game. It includes instructions on how to compile the game.
Future plans - This is the development roadmap and what issues the community is currently working on.
Official social media and websites
Get Veloren
We provide builds for Windows, macOS and Linux. The game can be downloaded on the official website:
Due to rapid game development, stable versions become outdated fast and might be incompatible with the public server.
It is recommended to use Airshipper, our official launcher, to keep your game up-to-date easily.
If you prefer to compile the game yourself, follow the instructions in our book.
FAQ
Q: How is this game licensed?
A: It is free to play, modify and distribute. Forever. Since it is a community project, we decided to license it under the GNU General Public License v3.0, which means it will always stay free and open source.
Q: What platforms are supported?
A: Veloren can run on Windows, macOS and Linux on a great range of CPU architectures. However, the x86_64 architecture is the main focus in development. Official builds for the ARM64 architecture are also provided for macOS and Linux. It is likely possible to compile the game on other platforms as well.
Q: Do you accept donations?
A: You can support the project financially on our Open Collective page.
Credit
Our Weblate instance is hosted by Codeberg.
Many thanks to:
- Software developers who have contributed to the source code repository, hunted bugs and created tools for the game.
- Artists who have crafted game art, composed music and provided voxel models.
- Translators who have localized the game to several languages.
- People who have provided ideas and feedback for the game.
- Overall, our awesome community who makes this project possible.