diff --git a/about/complying_with_licenses.rst b/about/complying_with_licenses.rst index af180d82d89..0a013277f66 100644 --- a/about/complying_with_licenses.rst +++ b/about/complying_with_licenses.rst @@ -16,6 +16,12 @@ distribute the software (and derivative projects, including games made with it). Your game or project can have a different license, but it still needs to comply with the original one. +.. note:: + + This section covers compliance with licenses from a user perspective. + If you are interested in licence compliance as a contributor, you can find + guidelines :ref:`here `. + .. warning:: In your project's credits screen, remember to also list third-party notices diff --git a/contributing/development/best_practices_for_engine_contributors.rst b/contributing/development/best_practices_for_engine_contributors.rst index 48f730dad48..87fdf14a000 100644 --- a/contributing/development/best_practices_for_engine_contributors.rst +++ b/contributing/development/best_practices_for_engine_contributors.rst @@ -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.