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Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 8 |
1 files changed, 7 insertions, 1 deletions
@@ -59,7 +59,6 @@ Congratulations, you are now sailing with Starship! Have fun! Currently, there are three rendering APIs supported: DirectX11 (Windows), OpenGL (all platforms), and Metal (macOS). You can change which API to use in the `Settings` menu of the menubar, which requires a restart. If you're having an issue with crashing, you can change the API in the `starship.cfg.json` file by finding the line `"Backend":{`... and changing the `id` value to `3` and set the `Name` to `OpenGL`. `DirectX 11` with id `2` is the default on Windows. `Metal` with id `4` is the default on macOS. # Custom Assets - Custom assets are packed in `.o2r` or `.otr` files. To use custom assets, place them in the `mods` folder. If you're interested in creating and/or packing your own custom asset `.o2r`/`.otr` files, check out the following tools: @@ -78,6 +77,13 @@ If you want to manually compile Starship, please consult the [building instructi </picture> </a> +### Playtesting +If you want to playtest a continuous integration build, you can find them at the links below. Keep in mind that these are for playtesting only, and you will likely encounter bugs and possibly crashes. + +* [Windows](https://nightly.link/HarbourMasters/Starship/workflows/main/main/starship-windows.zip) +* [macOS](https://nightly.link/HarbourMasters/Starship/workflows/main/main/starship-mac-x64.zip) +* [Linux](https://nightly.link/HarbourMasters/Starship/workflows/main/main/Starship-linux.zip) + # Special Thanks: * [ZeldaRET](https://github.com/zeldaret) : for teaching me the fundamental knowledge of N64 decompilation. |
