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61 changes: 0 additions & 61 deletions BETAMESSAGE.md

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77 changes: 7 additions & 70 deletions README.md
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# Friday Night Funkin' - Codename Engine (WIP)
Codename Engine is a new Friday Night Funkin' Engine aimed at simplifying modding, along with extensiblity and ease of use.<br>
Make sure to read the wiki and join the Discord server linked there!

- It includes many new features, as seen [here](other/FEATURES.md)<br>
- Wanna see the new features added in the most recent update? Click [here](other/PATCHNOTES.md)<br>
- Build instructions can be found [here](other/BUILDING.md).
- Running the command `.\cne test` within the root directory uses the source assets folder instead of the export one for easier development (Although you can still use `lime test windows` normally).

## PLEASE NOTE - THIS IS STILL IN A BETA STATE
### Mods created with beta versions of Codename may not be compatible with the release version
Known issues in the beta:
- Some options are missing

Build instructions are below. Press TAB on the main menu to switch mods.

Also, the command `.\cne test` uses the source assets folder instead of the export one for easier development (Although you can still use `lime test windows` normally).

## Codename Engine

Codename Engine is a new Friday Night Funkin' Engine aimed at simplifying modding, along with extensiblity and ease of use.<br>
Make sure to read the wiki and join the Discord server linked there!<br>
#### It 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>

## How to download

Latest builds for the engine can be found in the [Actions](https://github.com/YoshiCrafter29/CodenameEngine/actions) tab.<br>
In the future (when the engine won't be a WIP anymore) we're gonna also publish the engine on platforms like Gamebanana; stay tuned!

<details>
<summary><h2>How to build</h2></summary>

> **Open the instructions for your platform**
<details>
<summary>Windows</summary>

##### Tested on Windows 10 21H2
1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/).
2. Download and install [`git-scm`](https://git-scm.com/download/win).
- Leave all installation options as default.
3. Run `update.bat` using cmd or double-clicking it, and wait for the libraries to install.
4. Once the libraries are installed, run `haxelib run lime test windows` to compile and launch the game (may take a long time)
- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test windows` directly.
</details>
<details>
<summary>Linux</summary>

##### Requires testing
1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/).
2. Install `g++`, if not present already.
3. Download and install [`git-scm`](https://git-scm.com/download/linux).
4. Open a terminal in the Codename Engine source folder, and run `update.sh`.
5. Once the libraries are installed, run `haxelib run lime test linux` to compile and launch the game (may take a long time)
- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test linux` directly.
</details>
<details>
<summary>MacOS</summary>

##### Requires testing
1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/).
2. Install `Xcode` to allow C++ app building.
3. Download and install [`git-scm`](https://git-scm.com/download/mac).
4. Open a terminal in the Codename Engine source folder, and run `update.sh`.
5. Once the libraries are installed, run `haxelib run lime test mac` to compile and launch the game (may take a long time)
- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test mac` directly.
</details>
</details>

<details>
<summary><h2>What can you do or not do</h2></summary>

### You can:
- Download and play the engine with its mods and modpacks
- 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 modpacks

### You can't:
- Create a *side/new/etc* engine (or mod that doesn't use Codename Engine) using Codename Engine's code
- Steal code from Codename Engine for another different project that is not Codename Engine related (Codename Engine mods excluded) without properly crediting
- Release the entire Codename Engine on platforms (Mods that use Codename Engine as source are fine, if it's specified even better)

#### *If you need more info or feel like asking to do something which is not listed here, ask us directly on our discord (linked in the wiki)!*
</details>

<details>
<summary><h2>Credits</h2></summary>

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2 changes: 1 addition & 1 deletion commandline/commands/Update.hx
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Expand Up @@ -15,7 +15,7 @@ class Update {
FileSystem.createDirectory('.haxelib');

var libs:Array<Library> = [];
var libsXML:Access = new Access(Xml.parse(File.getContent('./libs.xml')).firstElement());
var libsXML:Access = new Access(Xml.parse(File.getContent('commandline/libs.xml')).firstElement());

for (libNode in libsXML.elements) {
var lib:Library = {
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40 changes: 40 additions & 0 deletions other/BUILDING.md
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# BUILDING

<details>
<summary><h2>How to build</h2></summary>

> **Open the instructions for your platform**
<details>
<summary>Windows</summary>

##### Tested on Windows 10 21H2
1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/).
2. Download and install [`git-scm`](https://git-scm.com/download/win).
- Leave all installation options as default.
3. Run `update.bat`, located in `shell-scripts/update` using cmd or double-clicking it, and wait for the libraries to install.
4. Once the libraries are installed, run `haxelib run lime test windows` to compile and launch the game (may take a long time)
- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test windows` directly.
</details>
<details>
<summary>Linux</summary>

##### Requires testing
1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/).
2. Install `g++`, if not present already.
3. Download and install [`git-scm`](https://git-scm.com/download/linux).
4. Open a terminal in the Codename Engine source folder, navigate to `shell-scripts/update` and run `update.sh`.
5. Once the libraries are installed, run `haxelib run lime test linux` to compile and launch the game (may take a long time)
- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test linux` directly.
</details>
<details>
<summary>MacOS</summary>

##### Requires testing
1. Install [version 4.2.5 of Haxe](https://haxe.org/download/version/4.2.5/).
2. Install `Xcode` to allow C++ app building.
3. Download and install [`git-scm`](https://git-scm.com/download/mac).
4. Open a terminal in the Codename Engine source folder, navigate to `shell-scripts/update` and run `update.sh`.
5. Once the libraries are installed, run `haxelib run lime test mac` to compile and launch the game (may take a long time)
- ℹ You can run `haxelib run lime setup` to make the lime command global, allowing you to execute `lime test mac` directly.
</details>
</details>
19 changes: 19 additions & 0 deletions FEATURES.md → other/FEATURES.md
Original file line number Diff line number Diff line change
Expand Up @@ -79,4 +79,23 @@ _**QOL = Quality of Life**_
- Features not found in other editors!
- Every single state & substate can be modified via HScript (`data/states/StateName.hx`)
- **Instances launched via `lime test windows` will automatically use assets from source.**
</details>

<details>
<summary><h2>What can you do or not do</h2></summary>

### You can:
- Download and play the engine with its mods and modpacks
- 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 modpacks

### You can't:
- Create a *side/new/etc* engine (or mod that doesn't use Codename Engine) using Codename Engine's code
- Steal code from Codename Engine for another different project that is not Codename Engine related (Codename Engine mods excluded) without properly crediting
- Release the entire Codename Engine on platforms (Mods that use Codename Engine as source are fine, if it's specified even better)

#### *If you need more info or feel like asking to do something which is not listed here, ask us directly on our discord (linked in the wiki)!*
</details>
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