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Remove outdated developer documentation, minor file tweaks
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Building.md

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# Building openBVE from source
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This file is a WIP set of instructions for building openBVE from source.
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This file is a WIP set of instructions for building OpenBVE from source.
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## Prerequisites
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Contributing.md

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### Backwards Compatibility
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- Unless not possible (e.g. Plugin interface changes) , backwards compatibility with versions of openBVE below 1.5.0 should be maintained. An error message is fine, but a program crash is not!
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- Unless not possible (e.g. Plugin interface changes) , backwards compatibility with versions of OpenBVE below 1.5.0 should be maintained. An error message is fine, but a program crash is not!
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- When adding a completely new routefile feature, it is generally preferable to add a new command, rather than extending an existing, as this may be misinterpreted by older versions.
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### List of Contributors
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- Connor Fitzgerald
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- Marc Riera
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- s520
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- Kenny Hui
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### Third Party Code
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Readme.md

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[![Build status](https://ci.appveyor.com/api/projects/status/p4d983eclo738hjo?svg=true)](https://ci.appveyor.com/project/leezer3/openbve)
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## openBVE Source Code - Readme
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## OpenBVE Source Code - Readme
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This source code started out life as a port of openBVE to the OpenTK framework, but now has begun major development work to improve the sim and the possibilities it presents.
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This source code started out life as a port of OpenBVE to the OpenTK framework, but now has begun major development work to improve the sim and the possibilities it presents.
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### Compatibility Changes
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### Packages
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openBVE now supports the installation of 'package files' , which are intended as a replacement for the now defunct managed content. These are described fully [here](http://openbve-project.net/packages/).
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OpenBVE now supports the installation of 'package files' , which are intended as a replacement for the now defunct managed content. These are described fully [here](http://openbve-project.net/packages/).
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### How to build
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This build has been tested to compile correctly using Visual Studio 2017 onwards and MonoDevelop. These are described fully [here](Building.md).
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### Contributing
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Please see the [Contributors File](Contributing.md) for a list of contributors, and basic guidelines for contributing to the development of openBVE.
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Please see the [Contributors File](Contributing.md) for a list of contributors, and basic guidelines for contributing to the development of OpenBVE.
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### Links
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**Third-Party Libraries**
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- openBVE uses the [**CoreFX**](https://github.com/dotnet/corefx). This is licensed under the _MIT License_, which may be found in [here](licenses/CoreFX.txt).
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- openBVE uses the [**CS Script**](https://github.com/oleg-shilo/cs-script) for animation scripting. This is licensed under the _MIT License_, which may be found in [here](licenses/CS-Script.txt).
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- openBVE uses the [**DotNetZip**](https://github.com/haf/DotNetZip.Semverd) for loading compressed DirectX file. This is licensed under the *Microsoft Public License*, which may be found in [here](licenses/DotNetZip.txt).
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- openBVE uses the [**NAudio**](https://github.com/naudio/NAudio) for decoding sound file. This is licensed under the *Microsoft Public License*, which may be found in [here](licenses/NAudio.txt).
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- openBVE uses the [**NAudio.Vorbis**](https://github.com/naudio/Vorbis) for decoding Vorbis file. This is licensed under the *Microsoft Public License*, which may be found in [here](licenses/NAudio.Vorbis.txt).
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- openBVE uses the [**NLayer**](https://github.com/naudio/NLayer) for decoding MP3 file. This is licensed under the *MIT License*, which may be found in [here](licenses/NLayer.txt).
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- openBVE uses the [**NVorbis**](https://github.com/NVorbis/NVorbis) for decoding Vorbis file. This is licensed under the *Microsoft Public License*, which may be found in [here](licenses/NVorbis.txt).
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- openBVE uses the [**OpenTK**](https://github.com/opentk/opentk) library for windowing and input handling. This is licensed under the _Open Toolkit Library License_, which may be found in [here](licenses/OpenTK.txt).
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- openBVE uses the [**Prism**](https://github.com/PrismLibrary/Prism). This is licensed under the *MIT License*, which may be found in [here](licenses/Prism.txt).
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- openBVE uses the [**ReactiveProperty**](https://github.com/runceel/ReactiveProperty) This is licensed under the *MIT License*, which may be found in [here](licenses/ReactiveProperty.txt).
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- openBVE uses the [**SharpCompress**](https://github.com/adamhathcock/sharpcompress) for archive handling. This is licensed under the _MIT License_, which may be found in [here](licenses/SharpCompress.txt).
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- openBVE uses the [**Reactive Extensions**](https://github.com/dotnet/reactive) This is licensed under the *Apache License, Version 2.0*, which may be found in [here](licenses/ReactiveExtensions.txt).
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- openBVE uses the [**Ude**](https://github.com/yinyue200/ude) for character set detection. This is tri-licensed under the _Mozilla Public License v1.1_, _GPL 2.0_ and _LGPL 2.0_, which may be found in [here](licenses/Ude.txt).
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- openBVE uses the [**XamlBehaviors for WPF**](https://github.com/microsoft/XamlBehaviorsWpf) This is licensed under the *MIT License*, which may be found in [here](licenses/XamlBehaviorsForWPF.txt).
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- openBVE uses the [**TOLK**] (https://github.com/dkager/tolk) library for screen reader API access. This is licenced under the *LGPL V3* which may be found in [here](licences/TOLK.txt)
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- OpenBVE uses the [**CoreFX**](https://github.com/dotnet/corefx). This is licensed under the _MIT License_, which may be found in [here](licenses/CoreFX.txt).
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- OpenBVE uses the [**CS Script**](https://github.com/oleg-shilo/cs-script) for animation scripting. This is licensed under the _MIT License_, which may be found in [here](licenses/CS-Script.txt).
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- OpenBVE uses the [**DotNetZip**](https://github.com/haf/DotNetZip.Semverd) for loading compressed DirectX file. This is licensed under the *Microsoft Public License*, which may be found in [here](licenses/DotNetZip.txt).
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- OpenBVE uses the [**NAudio**](https://github.com/naudio/NAudio) for decoding sound file. This is licensed under the *Microsoft Public License*, which may be found in [here](licenses/NAudio.txt).
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- OpenBVE uses the [**NAudio.Vorbis**](https://github.com/naudio/Vorbis) for decoding Vorbis file. This is licensed under the *Microsoft Public License*, which may be found in [here](licenses/NAudio.Vorbis.txt).
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- OpenBVE uses the [**NLayer**](https://github.com/naudio/NLayer) for decoding MP3 file. This is licensed under the *MIT License*, which may be found in [here](licenses/NLayer.txt).
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- OpenBVE uses the [**NVorbis**](https://github.com/NVorbis/NVorbis) for decoding Vorbis file. This is licensed under the *Microsoft Public License*, which may be found in [here](licenses/NVorbis.txt).
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- OpenBVE uses the [**OpenTK**](https://github.com/opentk/opentk) library for windowing and input handling. This is licensed under the _Open Toolkit Library License_, which may be found in [here](licenses/OpenTK.txt).
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- OpenBVE uses the [**Prism**](https://github.com/PrismLibrary/Prism). This is licensed under the *MIT License*, which may be found in [here](licenses/Prism.txt).
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- OpenBVE uses the [**ReactiveProperty**](https://github.com/runceel/ReactiveProperty) This is licensed under the *MIT License*, which may be found in [here](licenses/ReactiveProperty.txt).
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- OpenBVE uses the [**SharpCompress**](https://github.com/adamhathcock/sharpcompress) for archive handling. This is licensed under the _MIT License_, which may be found in [here](licenses/SharpCompress.txt).
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- OpenBVE uses the [**Reactive Extensions**](https://github.com/dotnet/reactive) This is licensed under the *Apache License, Version 2.0*, which may be found in [here](licenses/ReactiveExtensions.txt).
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- OpenBVE uses the [**Ude**](https://github.com/yinyue200/ude) for character set detection. This is tri-licensed under the _Mozilla Public License v1.1_, _GPL 2.0_ and _LGPL 2.0_, which may be found in [here](licenses/Ude.txt).
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- OpenBVE uses the [**XamlBehaviors for WPF**](https://github.com/microsoft/XamlBehaviorsWpf) This is licensed under the *MIT License*, which may be found in [here](licenses/XamlBehaviorsForWPF.txt).
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- OpenBVE uses the [**TOLK**] (https://github.com/dkager/tolk) library for screen reader API access. This is licenced under the *LGPL V3* which may be found in [here](licences/TOLK.txt)

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documentation/DOCUMENTATION.MD

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# Developer Documentation
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The developer documentation for OpenBVE may be found at https://openbve-project.net/documentation_hugo/
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This is built using the Hugo site generator, and full source for the documentation may be found in the dedicated documentation repository on Github:
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https://github.com/leezer3/OpenBVE-Documentation-Hugo

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