Fix typos

This commit is contained in:
Ne_Eo
2024-12-10 04:35:32 +01:00
parent da717919ba
commit d6dc3ea232
76 changed files with 214 additions and 211 deletions
+2 -2
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@@ -11,7 +11,7 @@ Also, the command `.\cne test` uses the source assets folder instead of the expo
## Codename Engine
Codename Engine is a new Friday Night Funkin' Engine aimed at simplifying modding, along with extensiblity and ease of use.<br>
Codename Engine is a new Friday Night Funkin' Engine aimed at simplifying modding, along with extensibility and ease of use.<br>
### Before making issues or need help with something, check our website [HERE](https://fnf-cne-devs.github.io/) (it contains a wiki of how to mod with EXAMPLES, an api, lists of mods made with Codename Engine and more)!!!
#### The Engine includes many new features, as seen [here](FEATURES.md)<br>
#### Wanna see the new features added in the most recent update? Click [here](PATCHNOTES.md)<br>
@@ -70,7 +70,7 @@ If you don't have a github account please go onto https://fnf-cne-devs.github.io
- Mod and fork the engine (without using it for illicit purposes)
- Contribute to the engine (for example through *Pull Requests*, *Issues*, etc)
- Create a sub engine with Codename Engine as **TEMPLATE** with **CREDITS** (for example leaving the *credits menu submenu with the GitHub contributors* and putting the *[main devs](https://github.com/FNF-CNE-Devs)* in a *README* specifying that it's a *sub engine from Codename Engine*)
- Release excutable mods that use Codename Engine as source (Specifing that uses Codename Engine by for example the same way written above this)
- Release executable mods that use Codename Engine as source (Specifying that uses Codename Engine by for example the same way written above this)
- Release modpacks
### You can't: