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Format: https://www.debian.org/doc/packaging-manuals/copyright-format/1.0/
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Upstream-Name: Godot 2 Template Project
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Upstream-Contact: Kienan Stewart <kienan.stewart@burntworld.ca>
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Source: @TODO@
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Files: *
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Comment: Godot 2 Template Project
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Copyright: 2017, Kienan Stewart
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License: Expat
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License: Expat
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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.
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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# Godot2 Template Project
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A series of folders and files that I use when starting a Godot2-based project.
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The `game` folder should have the engine.cfg and any rendered assets, scenes, etc.
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Use the top-level `assets` folder for storing asset sources (eg. gimp .xcf), etc. that are
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required.
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# Using the template
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The copy the entire folder and modify as needed. The engine.cfg for the godot project
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should be placed into the root of the game/ folder.
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# Copyright and license
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Copyright 2017 Kienan Stewart
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See full copyright and license information the COPYRIGHT file.
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