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reference licensing and redistribution
The repository's LICENSE file is GNU GPL version 3. Source code distributed as part of Captivity Reloaded must retain that license, copyright notices, modification notices, and the corresponding-source obligations that apply when binaries are conveyed.
This repository also contains reconstructed game data, artwork, audio, third-party packages, converted community mods, and contributor submissions. A GPL file alone is not proof that every imported asset was contributed by its copyright holder. Until provenance and permission are recorded for a file, do not publish that file in the SDK, an example pack, a catalog release, or a binary distribution.
The repository-level third-party notices and provenance inventory records the current decision for each asset group. Treat Cleared, Project distribution only, Review per release, and Blocked as different states; credit is not a substitute for permission.
- Publish source corresponding to each distributed binary and identify the exact source commit.
- Include
LICENSEand a completed third-party notices/provenance file. - Clearly mark Captivity Reloaded as modified and state the release date.
- Do not treat Unity, package-manager, store, font, audio, or other third-party content as relicensed merely because it is present in the project.
- Do not publish extracted Core art as a general-purpose asset library. Only include assets whose redistribution permission has been verified.
- Prefer original placeholder art and audio that contributors explicitly permit redistribution of.
- Reference Core content through public IDs and slots instead of copying Core files into a mod.
- Keep attribution and license text beside any third-party sample asset.
- Exclude local DragonBones exports and installed
Modscontent unless an intentionally reviewed copy is promoted into the SDK orExampleModswith provenance.
- A catalog entry may link only to a release the listed authors are permitted to distribute.
- Mod authors retain ownership of their original work and must include a license or explicit redistribution permission in the release archive.
- Catalog inclusion is permission to mirror/list that particular release; it does not transfer ownership to the game project.
- Mods may depend on public Core IDs, but must not redistribute ripped Core or third-party assets without permission.
- Removed catalog entries do not remotely delete an already installed copy. Updates and removals must remain recoverable by the user.
Converted legacy packs credited to an unknown or generic legacy author are not ready for public catalog distribution. A pack-local THIRD_PARTY.md gate also remains binding until it records permission or the affected material is replaced.
The public wiki may reproduce its own Markdown, diagrams, and project-interface screenshots. Publishing documentation does not publish or relicense the game, SDK, example packs, catalog archives, external authoring tools, or the raw assets visible in a screenshot.
- Keep source links and project credits with the documentation.
- Do not upload Unity, Tiled, LibreSprite, DragonBones, Adobe AIR, or other third-party installers to the wiki repository.
- Do not turn screenshots or exported Core artwork into a downloadable asset collection.
- Link to the main repository for source files outside the public wiki rather than copying those files into the wiki.
Each release artifact is blocked until its included files have a recorded provenance decision and the required notices. Documentation can therefore be published while an unrelated example pack or player build remains blocked. This document is a project policy, not legal advice; uncertain rights require permission from the rightsholder or removal of the material.
Published from Docs/Modding/Public. The repository documentation is the canonical source.
Captivity Reloaded wiki* Captivity Reloaded Wiki
- Getting started
- Core concepts
- Content types
- Authoring tools
-
Reference
- Example pack index
- Schema index
- Field-by-field API reference
- Public asset-slot catalog
- Core enemy asset slots
- Validation and errors
- Validation/error-code catalog
- Mod API changelog
- Migration guides
- Troubleshooting
- Glossary
- Defaults and compatibility
- Resource limits
- Mod-author test matrix
- Implementation status
- Mod API v1 release checklist
- Release verification runbook
- Release evidence template
- Licensing and redistribution
- Development