Imbris 65efa779b5 Steps towards properly synchronizing when a client exits in-game to
return to the character screeen. And other related improvements.

* Uid now optional when removing an entity from IdMaps since that Uid
  may have been transferred to the new entity created when the client
  exits "in-game".
* Added notes about making sure to update the CharacterId mapping when
  changing the `kind` field of `Presence`.
* Add a parameter to `delete_entity_recorded` that indicates whether it
  is being called from `handle_exit_ingame` and that provides the `Uid`
  that was removed from the entity so that we can more explicitly and
  correctly handle that case.
* We now add the Uid of the client to the deleted entities list when it
  exits "ingame". (still need to rework code so that the client doesn't
  delete its own entity).
* Improved integration of possession code with ForceUpdate logic.
* Don't remove `Presence` component from old entity in possession so
  that deleting that entity will properly handle updating the
  CharacterId unmapping (if the old entity isn't going to be deleted we
  still remove the `Presence` component so that it doesn't keep terrain
  loaded).
* Added a couple TODOs on existing tangential things I noticed.
2023-06-04 12:58:16 -04:00
2023-01-09 20:18:31 -05:00
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2022-12-18 04:25:45 +03:00
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2023-06-03 22:14:18 +00:00
2020-05-09 15:41:25 +00:00
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2023-05-09 11:57:23 +02:00
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2020-07-02 12:14:01 -04:00
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2019-05-17 01:34:07 +00:00
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Veloren logo on a screenshot

pipeline status coverage report license discord lines of code contributor count

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. You can join it to keep up with the game development, talk to us or even contribute something yourself. Anyone who shows genuine effort to help is welcome in our team. You do not need to know how to code to contribute to the game!

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:

https://veloren.net/download/

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.

F.A.Q.

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 GPL 3.0 license 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 all 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 on our Open Collective page.

Credit

Many thanks to everyone who has contributed to Veloren's source code, provided ideas for the game, crafted game art, composed music, hunted bugs, created tools and, overall, supported the project.

Description
No description provided
Readme 2.1 GiB
Languages
Rust 84.1%
Fluent 13.6%
GLSL 2.2%