Fix more miscellaneous oddities around the manual

This commit is contained in:
Micky
2026-07-29 19:53:09 +02:00
parent 9f2632a2de
commit 63f43ab082
32 changed files with 107 additions and 116 deletions

View File

@@ -39,7 +39,7 @@ are a few requirements your asset needs to meet to be approved.
asset needs the contents of the submodule, your asset won't work.
* The **license** needs to be correct. The license listed on the asset
library must match the license in the repository. The repo MUST
library must match the license in the repository. The repository **must**
have a license file, called either "LICENSE" or "LICENSE.md".
This file must contain the license text itself and a copyright
statement that includes the year(s) and copyright holder.
@@ -70,10 +70,10 @@ library a better place for all users.
* Make your code conform to the official **style guides**. Having a
consistent style helps other people read your code, and it also helps
if other people wish to contribute to your asset. See: the
if other people wish to contribute to your asset. See the
:ref:`doc_gdscript_styleguide` or the :ref:`doc_c_sharp_styleguide`.
* If you have screenshots in your repo, place them in their own subfolder
* If you have screenshots in your repository, place them in their own subfolder
and add an empty **.gdignore** file in the same folder (note: **gd**, not **git**).
This prevents Godot from importing your screenshots.
On Windows, open a command prompt in the project folder and run
@@ -82,7 +82,7 @@ library a better place for all users.
* If your asset is a library for working with other files,
consider including **example files** in the asset.
* Consider adding a **.gitattributes** file to your repo. This file allows
* Consider adding a **.gitattributes** file to your repository. This file allows
giving extra instructions to Git, such as specifying line endings and listing
files not required for your asset to function with the ``export-ignore``
directive. This directive removes such files from the resulting ZIP file,

View File

@@ -39,7 +39,7 @@ are a few requirements it needs to meet to be approved.
asset needs the contents of the submodule, your asset won't work.
* The **license** needs to be correct. The license listed on the Asset
Store must match the license in the repository. The repo **must**
Store must match the license in the repository. The repository **must**
have a license file, called either "LICENSE" or "LICENSE.md".
This file must contain the license text itself and a copyright
statement that includes the year(s) and copyright holder.
@@ -73,7 +73,7 @@ store a better place for all users.
if other people wish to contribute to your asset. See the
:ref:`doc_gdscript_styleguide` or the :ref:`doc_c_sharp_styleguide`.
* If you have screenshots in your repo, place them in their own subfolder
* If you have screenshots in your repository, place them in their own subfolder
and add an empty **.gdignore** file in the same folder (note: **gd**, not **git**).
This prevents Godot from importing your screenshots.
On Windows, open a command prompt in the project folder and run
@@ -82,7 +82,7 @@ store a better place for all users.
* If your asset is a library for working with other files,
consider including **example files** in the asset.
* Consider adding a **.gitattributes** file to your repo. This file allows
* Consider adding a **.gitattributes** file to your repository. This file allows
giving extra instructions to Git, such as specifying line endings and listing
files not required for your asset to function with the ``export-ignore``
directive. This directive removes such files from the resulting ZIP file,