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Imbris ecb27deeae When sync_me is false avoid:
* Logging a warning when deleting the entity and it is not in any
  Region.
* Searching every single region for an entity that is in none of them.

Also:
* Add workaround for bug in specs where deleting any entity clears the
  components before checking that the generation is correct (surprised
  that we haven't encounted bugs from this yet).
* Properly update `tracked_entities` inside `RegionMap` when deleting
  an entity. Previously, we just relied on this being updated in
  `RegionMap::tick` by the absence of the `Pos` component at that index.
  However, this means if a new entity is created at that index after
  deletion and before calling `RegionMap::tick`, then this can be
  interpreted as an entity moving between regions rather than one being
  deleted and another created. It seems like this could lead to
  synchronization bugs like not creating the new entity on the client
  (although I haven't noticed this before, I think maybe we use newly
  inserted `Uid`s to detect new entities rather than the region system?).
  I think it could at least lead to sending redundant messages to
  synchronize the new entity.
2023-08-11 20:09:55 -04:00
.cargo Addressed review 2023-01-09 20:18:31 -05:00
.github Lock lfs to 2.X 2021-12-28 16:11:58 -05:00
.gitlab We noticed multiple CI errors over the last week, e.g. https://gitlab.com/veloren/veloren/-/jobs/4749826609 2023-07-27 13:22:06 +02:00
assets Add keybinding for zooming the camera 2023-08-10 16:55:09 +00:00
client When sync_me is false avoid: 2023-08-11 20:09:55 -04:00
common When sync_me is false avoid: 2023-08-11 20:09:55 -04:00
network xVAR did some research here: https://discord.com/channels/449602562165833758/450065987006496768/979121835801202688 2023-07-04 23:48:59 +02:00
nix fix: update flake 2022-12-18 04:25:45 +03:00
plugin consistently use 64 bit in wasm_prepare_buffer 2023-07-01 15:31:53 +02:00
rtsim spawn wyverns 2023-08-02 07:55:10 +00:00
server When sync_me is false avoid: 2023-08-11 20:09:55 -04:00
server-cli Change the version number to 0.15 2023-06-30 16:31:00 +02:00
voxygen Add keybinding for zooming the camera 2023-08-10 16:55:09 +00:00
world Desert hum fix 2023-08-09 15:53:16 +00:00
.dockerignore - Load characters after login. 2020-05-09 15:41:25 +00:00
.gitattributes Added canary asset 2023-01-18 22:01:00 +00:00
.gitignore upgrade wasmer, implement basic WASI, turn off login events for now 2023-07-01 15:31:53 +02:00
.gitlab-ci.yml update cache docker image 2023-05-09 11:57:23 +02:00
.mailmap Updated some of my personal info 2022-11-08 23:06:32 +01:00
.rustfmt.toml update toolchain to nightly-2021-03-22 2021-03-22 16:41:04 +01:00
.tokeignore Added tokeignore for Cargo.nix 2020-07-02 12:14:01 -04:00
Cargo.lock approx 0.4.0 -> 0.5.1 2023-07-31 08:22:52 -04:00
Cargo.toml Dungeon rework initial patch 2023-07-09 20:03:09 +00:00
CHANGELOG.md Add keybinding for zooming the camera 2023-08-10 16:55:09 +00:00
clippy.toml stricten some rules and fix some clippy warnings 2022-01-30 20:16:21 +01:00
CODE_OF_CONDUCT.md speeling fix and feedback for CoC 2021-08-23 09:46:12 +02:00
CONTRIBUTING.md Add CONTRIBUTING 2019-05-17 01:34:07 +00:00
flake.lock flake.lock: Update 2023-06-12 00:05:33 -07:00
flake.nix build(nix): update flake.nix 2023-02-25 08:54:38 +03:00
LICENSE Update LICENSE 2023-02-13 11:12:20 +00:00
README.md Update README.md 2023-05-29 10:00:57 +00:00
rust-toolchain update toolchain to nightly-2023-04-20 2023-05-08 18:58:54 +02:00

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.