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Fix more miscellaneous oddities around the manual
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@@ -39,7 +39,7 @@ are a few requirements your asset needs to meet to be approved.
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asset needs the contents of the submodule, your asset won't work.
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* The **license** needs to be correct. The license listed on the asset
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library must match the license in the repository. The repo MUST
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library must match the license in the repository. The repository **must**
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have a license file, called either "LICENSE" or "LICENSE.md".
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This file must contain the license text itself and a copyright
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statement that includes the year(s) and copyright holder.
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@@ -70,10 +70,10 @@ library a better place for all users.
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* Make your code conform to the official **style guides**. Having a
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consistent style helps other people read your code, and it also helps
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if other people wish to contribute to your asset. See: the
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if other people wish to contribute to your asset. See the
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:ref:`doc_gdscript_styleguide` or the :ref:`doc_c_sharp_styleguide`.
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* If you have screenshots in your repo, place them in their own subfolder
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* If you have screenshots in your repository, place them in their own subfolder
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and add an empty **.gdignore** file in the same folder (note: **gd**, not **git**).
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This prevents Godot from importing your screenshots.
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On Windows, open a command prompt in the project folder and run
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@@ -82,7 +82,7 @@ library a better place for all users.
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* If your asset is a library for working with other files,
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consider including **example files** in the asset.
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* Consider adding a **.gitattributes** file to your repo. This file allows
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* Consider adding a **.gitattributes** file to your repository. This file allows
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giving extra instructions to Git, such as specifying line endings and listing
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files not required for your asset to function with the ``export-ignore``
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directive. This directive removes such files from the resulting ZIP file,
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@@ -39,7 +39,7 @@ are a few requirements it needs to meet to be approved.
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asset needs the contents of the submodule, your asset won't work.
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* The **license** needs to be correct. The license listed on the Asset
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Store must match the license in the repository. The repo **must**
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Store must match the license in the repository. The repository **must**
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have a license file, called either "LICENSE" or "LICENSE.md".
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This file must contain the license text itself and a copyright
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statement that includes the year(s) and copyright holder.
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@@ -73,7 +73,7 @@ store a better place for all users.
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if other people wish to contribute to your asset. See the
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:ref:`doc_gdscript_styleguide` or the :ref:`doc_c_sharp_styleguide`.
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* If you have screenshots in your repo, place them in their own subfolder
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* If you have screenshots in your repository, place them in their own subfolder
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and add an empty **.gdignore** file in the same folder (note: **gd**, not **git**).
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This prevents Godot from importing your screenshots.
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On Windows, open a command prompt in the project folder and run
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@@ -82,7 +82,7 @@ store a better place for all users.
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* If your asset is a library for working with other files,
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consider including **example files** in the asset.
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* Consider adding a **.gitattributes** file to your repo. This file allows
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* Consider adding a **.gitattributes** file to your repository. This file allows
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giving extra instructions to Git, such as specifying line endings and listing
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files not required for your asset to function with the ``export-ignore``
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directive. This directive removes such files from the resulting ZIP file,
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