Added note near top of license compliance section regarding contribution. (#7484)

Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
This commit is contained in:
Matt Chalabian
2023-06-09 09:12:50 -07:00
committed by Max Hilbrunner
parent 637462f473
commit d9398e77fb
2 changed files with 12 additions and 4 deletions

View File

@@ -227,14 +227,16 @@ link libraries dynamically. Instead, we bundle them in our source tree.
.. image:: img/best_practices8.png
As a result, we are very picky with what goes in, and we tend to prefer smaller
libraries (in fact, single header ones are our favorite). Only in cases where
there is no other choice we end up bundling something larger.
libraries (single header ones are our favorite). We will only bundle something
larger if there is no other choice.
Also, libraries must use a permissive enough license to be included into Godot.
.. _doc_best_practices_for_engine_contributors_license_compliance:
Libraries must use a permissive enough license to be included into Godot.
Some examples of acceptable licenses are Apache 2.0, BSD, MIT, ISC, and MPL 2.0.
In particular, we cannot accept libraries licensed under the GPL or LGPL since
these licenses effectively disallow static linking in proprietary software
(which Godot is distributed as in most exported projects). This requirement also
applies to the editor, since we may want to run it on iOS in the long term.
Since iOS doesn't support dynamic linking, static linking the only option on
Since iOS doesn't support dynamic linking, static linking is the only option on
that platform.