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@@ -234,3 +234,12 @@ link libraries dynamically. Instead, we bundle them in our source tree.
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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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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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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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there is no other choice we end up bundling something larger.
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+
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+Also, 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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+that platform.
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