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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>
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@@ -16,6 +16,12 @@ distribute the software (and derivative projects, including games made with it).
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Your game or project can have a different license, but it still needs to comply
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with the original one.
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.. note::
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This section covers compliance with licenses from a user perspective.
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If you are interested in licence compliance as a contributor, you can find
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guidelines :ref:`here <doc_best_practices_for_engine_contributors_license_compliance>`.
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.. warning::
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In your project's credits screen, remember to also list third-party notices
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@@ -227,14 +227,16 @@ link libraries dynamically. Instead, we bundle them in our source tree.
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.. image:: img/best_practices8.png
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As a result, we are very picky with what goes in, and we tend to prefer smaller
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libraries (in fact, single header ones are our favorite). Only in cases where
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there is no other choice we end up bundling something larger.
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libraries (single header ones are our favorite). We will only bundle something
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larger if there is no other choice.
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Also, libraries must use a permissive enough license to be included into Godot.
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.. _doc_best_practices_for_engine_contributors_license_compliance:
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Libraries must use a permissive enough license to be included into Godot.
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Some examples of acceptable licenses are Apache 2.0, BSD, MIT, ISC, and MPL 2.0.
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In particular, we cannot accept libraries licensed under the GPL or LGPL since
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these licenses effectively disallow static linking in proprietary software
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(which Godot is distributed as in most exported projects). This requirement also
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applies to the editor, since we may want to run it on iOS in the long term.
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Since iOS doesn't support dynamic linking, static linking the only option on
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Since iOS doesn't support dynamic linking, static linking is the only option on
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that platform.
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