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