77 lines
3.5 KiB
Markdown
77 lines
3.5 KiB
Markdown
# NETfishing licensing and release notices
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NETfishing uses separate licenses for code, creative assets, third-party
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material, and branding. Do not describe the complete repository as being
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covered only by the GPL.
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## Ownership
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Copyright © 2026 Alexander Sellite and Rheannon Eisworth, operating
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collectively as the independent development and publishing team Woofmeow.
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## License map
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| Material | Terms |
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| --- | --- |
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| Project-owned software code, shaders, scripts, code-oriented scene/resource configuration, tests, build tooling, and server software | GPL-3.0-or-later; full text in `LICENSE` |
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| Project-owned artwork, textures, models, animation, music, audio, narrative content, characters, and other creative assets | `ASSET-LICENSE.md` |
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| NETfishing and Woofmeow names, logos, icons, and official identity | `TRADEMARKS.md` |
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| Third-party engines, fonts, sounds, and other external material | Their original terms, recorded in `THIRD-PARTY-NOTICES.md` and `docs/ASSET-PROVENANCE.md` |
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| New outside contributions | `CONTRIBUTOR-TERMS.md` plus any separately signed agreement |
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Generated Godot import metadata and deterministic generated resources follow
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the terms of the source material or code from which they are derived. Merely
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being stored in this repository does not relicense third-party material.
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## Modding boundary
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The GPL permits community members to study, modify, redistribute, and fork the
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covered code under the GPL. It does not grant rights to NETfishing creative
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assets or branding.
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The NETfishing Asset License separately permits noncommercial add-on Mods that
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require and operate with official NETfishing software. It does not permit the
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assets to accompany code forks, clones, standalone games, unrelated products,
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or general-purpose asset packs.
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A fork may exercise its GPL code rights by replacing all NETfishing assets and
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reserved branding with independently licensed material and a distinct
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identity.
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## Contributor intake
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Maintainers must obtain affirmative agreement to `CONTRIBUTOR-TERMS.md` before
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accepting a new outside contribution. Record the agreement in a durable pull
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request, issue, email, or signed document.
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For each external asset, preserve the creator, source, original filename,
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license, transformations, and available hashes in `docs/ASSET-PROVENANCE.md`.
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## Binary-release checklist
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Every public binary package must:
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1. include or make readily accessible the complete GPL text;
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2. identify the exact corresponding source tag or commit and provide
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equivalent access to that source;
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3. include `ASSET-LICENSE.md`, `TRADEMARKS.md`, `CREDITS.md`, and
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`THIRD-PARTY-NOTICES.md`;
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4. include the public-domain font records and every required third-party
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attribution;
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5. retain the Godot Engine MIT notice;
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6. avoid referring to a dirty or unavailable source revision; and
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7. preserve third-party license terms without adding incompatible
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restrictions.
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Desktop and PortMaster build scripts stage these notices as sidecar files.
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Godot export presets also include the authoritative notice files in exported
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resource packs for platforms such as Android and macOS. Store and release
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pages should link to the exact source revision and the public notices. A future
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in-game legal-notices screen should expose the packed notices directly on
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platforms where sidecar documents are not normally visible.
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## Changing terms
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Project-wide code, asset, branding, or contributor-license changes require
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written approval from both Alexander Sellite and Rheannon Eisworth under their
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joint ownership agreement.
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