# Asset provenance and redistribution notices Inventory updated **2026-09-07** from the finished conversion report and source download metadata; new runtime validation remains in progress. Original Aster Coast code and generated content are under the repository [LICENSE](LICENSE) (MIT), copyright © 2026 Aster Coast contributors. This does **not** relicense the external assets below, the engine, its bundled dependencies, operating-system fonts or an optional self-contained .NET runtime. Eight fictional car designs, the authored world/UI and synthesized sounds remain original project content. External content now includes Poly Haven photographs and vegetation, Mike Pan's BMW model from the CC0 Blender Open Data benchmark edition, Lexyc16's CC-BY Porsche 930, one CC-BY recorded Opel engine loop, two CC0 BMW M4-derived loops, and mharo's CC0 Porsche 911 recording. No Forza or other commercial racing-game asset, recorded music soundtrack or proprietary font is bundled. Asset copyright licenses do not grant manufacturer trademark rights or imply artist/manufacturer endorsement. ## Included game content “Original” means source implemented in this repository, not a downloaded pack. The source column is the provenance URL relative to the repository; where a category has no included external file, its external source is N/A (original). | Category | Source / provenance URL | License / inclusion | | --- | --- | --- | | Terrain, road network, named places, routes | [game/data/world.json](game/data/world.json), [game/data/events.json](game/data/events.json), [game/scripts/data.gd](game/scripts/data.gd), [game/scripts/world.gd](game/scripts/world.gd) | Original / MIT; generated meshes and authored JSON | | Buildings, rocks, fields, street furniture; vegetation placement | [game/scripts/scenery.gd](game/scripts/scenery.gd), [game/scripts/vegetation.gd](game/scripts/vegetation.gd) | Original / MIT procedural systems; external photogrammetry maps and vegetation meshes credited below | | Harbor, cranes, bridge, tunnel, lighthouse, boardwalk, turbines, event beacons | [game/scripts/world.gd](game/scripts/world.gd) | Original / MIT; procedural landmarks and animation | | Eight fictional vehicle designs, wheels, lights, cosmetic dents | [game/data/cars.json](game/data/cars.json), [game/scripts/car_model.gd](game/scripts/car_model.gd) | Original / MIT generated models; the separate ninth BMW 1M mesh is credited below | | Traffic vehicles and timed junction signals | [game/scripts/traffic.gd](game/scripts/traffic.gd) | Original / MIT; reuses original car models | | Road surface / wet shading | [game/shaders/road.gdshader](game/shaders/road.gdshader) | Original / MIT shader; bundled CC0 photographs listed below | | Sea, lake, river shading | [game/shaders/water.gdshader](game/shaders/water.gdshader) | Original / MIT | | Sky / clouds | [game/shaders/coast_sky.gdshader](game/shaders/coast_sky.gdshader) | Original / MIT sky animation; bundled CC0 reflection panorama listed below | | Vegetation / window shading | [game/shaders/grass.gdshader](game/shaders/grass.gdshader), [game/shaders/windows.gdshader](game/shaders/windows.gdshader) | Original / MIT | | Tire smoke and driving effects | [game/scripts/car.gd](game/scripts/car.gd) | Original / MIT; generated particles | | Engine, tires and impacts | [game/scripts/car_audio.gd](game/scripts/car_audio.gd), [game/scripts/engine_sample_bank.gd](game/scripts/engine_sample_bank.gd) | Original / MIT synthesis and playback code; CC-BY Opel and CC0 BMW M4 recordings credited below | | Ambient music, rain, countdown/finish/UI cues | [game/scripts/game_audio.gd](game/scripts/game_audio.gd) | Original / MIT; generated PCM and original chord bed | | UI, HUD, map, graphic symbols | [game/scripts/ui.gd](game/scripts/ui.gd), [game/scripts/hud.gd](game/scripts/hud.gd), [game/scripts/map_view.gd](game/scripts/map_view.gd) | Original / MIT; native controls and drawing | | Aster Coast icon | [game/assets/icon.svg](game/assets/icon.svg) | Original / MIT; included SVG | | Typography from installed system fonts | [game/scripts/ui.gd](game/scripts/ui.gd) | Bahnschrift/Segoe UI used only if installed; **not redistributed**, not claimed MIT | | Engine fallback font | Godot theme fallback; [Godot upstream third-party inventory](https://github.com/godotengine/godot/blob/4.7.2-stable/COPYRIGHT.txt) | Engine-bundled dependency; retain its applicable notices, not project MIT | The icon import sidecar is generated engine metadata, not a separate authored asset. Other original modules, tools and documentation are covered by [LICENSE](LICENSE). ## Included external art and audio — 25 final source binaries The version-2 [inventory](tools/asset-lock.json) contains exactly **25 files**: the previous four images, twelve 2K photogrammetry maps, three final vegetation GLBs, one BMW GLB, one Porsche GLB and four WAVs. Its final-file sizes total **70,006,042 bytes**, before Godot import/compression. Each file has its own SHA-256 and byte count; source archives and glTF dependencies are authoring inputs, not extra shipped art. | Asset / type | Author / source | Source URL | License / attribution | Used in | | --- | --- | --- | --- | --- | | Asphalt 02 — 1K diffuse photograph | Rob Tuytel / Poly Haven | [Asset](https://polyhaven.com/a/asphalt_02), [download](https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/asphalt_02/asphalt_02_diff_1k.jpg) | CC0 1.0; attribution not required, credited voluntarily | [Road color](game/assets/vendor/polyhaven/asphalt_02/asphalt_02_diff_1k.jpg) | | Asphalt 02 — 1K roughness | Rob Tuytel / Poly Haven | [Asset](https://polyhaven.com/a/asphalt_02), [download](https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/asphalt_02/asphalt_02_rough_1k.jpg) | CC0 1.0; attribution not required | [Road roughness](game/assets/vendor/polyhaven/asphalt_02/asphalt_02_rough_1k.jpg) | | Asphalt 02 — 1K OpenGL normal | Rob Tuytel / Poly Haven | [Asset](https://polyhaven.com/a/asphalt_02), [download](https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/asphalt_02/asphalt_02_nor_gl_1k.jpg) | CC0 1.0; attribution not required | [Road micro-normal](game/assets/vendor/polyhaven/asphalt_02/asphalt_02_nor_gl_1k.jpg) | | Kloppenheim 06 (Pure Sky) — 1K HDR panorama | Greg Zaal; sky edits by Jarod Guest / Poly Haven | [Asset](https://polyhaven.com/a/kloppenheim_06_puresky), [download](https://dl.polyhaven.org/file/ph-assets/HDRIs/hdr/1k/kloppenheim_06_puresky_1k.hdr) | CC0 1.0; attribution not required | [Daytime reflection reference](game/assets/sky/coast_sky.hdr) | | Forest Floor — 2K diffuse | eye-candy.xyz / Poly Haven | [Asset](https://polyhaven.com/a/forest_floor) | [CC0 1.0](https://polyhaven.com/license); unmodified JPEG | [Terrain diffuse](game/assets/vendor/polyhaven/forest_floor/forest_floor_diff_2k.jpg) | | Forest Floor — 2K OpenGL normal | eye-candy.xyz / Poly Haven | [Asset](https://polyhaven.com/a/forest_floor) | [CC0 1.0](https://polyhaven.com/license); unmodified JPEG | [Terrain normal](game/assets/vendor/polyhaven/forest_floor/forest_floor_nor_gl_2k.jpg) | | Forest Floor — 2K AO/roughness/metallic | eye-candy.xyz / Poly Haven | [Asset](https://polyhaven.com/a/forest_floor) | [CC0 1.0](https://polyhaven.com/license); unmodified JPEG | [Terrain ARM](game/assets/vendor/polyhaven/forest_floor/forest_floor_arm_2k.jpg) | | Aerial Grass Rock — 2K diffuse | Rob Tuytel / Poly Haven | [Asset](https://polyhaven.com/a/aerial_grass_rock) | [CC0 1.0](https://polyhaven.com/license); unmodified JPEG | [Terrain diffuse](game/assets/vendor/polyhaven/aerial_grass_rock/aerial_grass_rock_diff_2k.jpg) | | Aerial Grass Rock — 2K OpenGL normal | Rob Tuytel / Poly Haven | [Asset](https://polyhaven.com/a/aerial_grass_rock) | [CC0 1.0](https://polyhaven.com/license); unmodified JPEG | [Terrain normal](game/assets/vendor/polyhaven/aerial_grass_rock/aerial_grass_rock_nor_gl_2k.jpg) | | Aerial Grass Rock — 2K AO/roughness/metallic | Rob Tuytel / Poly Haven | [Asset](https://polyhaven.com/a/aerial_grass_rock) | [CC0 1.0](https://polyhaven.com/license); unmodified JPEG | [Terrain ARM](game/assets/vendor/polyhaven/aerial_grass_rock/aerial_grass_rock_arm_2k.jpg) | | Coast Sand 01 — 2K diffuse | Rob Tuytel / Poly Haven | [Asset](https://polyhaven.com/a/coast_sand_01) | [CC0 1.0](https://polyhaven.com/license); unmodified JPEG | [Terrain diffuse](game/assets/vendor/polyhaven/coast_sand_01/coast_sand_01_diff_2k.jpg) | | Coast Sand 01 — 2K OpenGL normal | Rob Tuytel / Poly Haven | [Asset](https://polyhaven.com/a/coast_sand_01) | [CC0 1.0](https://polyhaven.com/license); unmodified JPEG | [Terrain normal](game/assets/vendor/polyhaven/coast_sand_01/coast_sand_01_nor_gl_2k.jpg) | | Coast Sand 01 — 2K AO/roughness/metallic | Rob Tuytel / Poly Haven | [Asset](https://polyhaven.com/a/coast_sand_01) | [CC0 1.0](https://polyhaven.com/license); unmodified JPEG | [Terrain ARM](game/assets/vendor/polyhaven/coast_sand_01/coast_sand_01_arm_2k.jpg) | | Rock Boulder Dry — 2K diffuse | Dimitrios Savva (photography), Rico Cilliers (processing) / Poly Haven | [Asset](https://polyhaven.com/a/rock_boulder_dry) | [CC0 1.0](https://polyhaven.com/license); unmodified JPEG | [Rock diffuse](game/assets/vendor/polyhaven/rock_boulder_dry/rock_boulder_dry_diff_2k.jpg) | | Rock Boulder Dry — 2K OpenGL normal | Dimitrios Savva (photography), Rico Cilliers (processing) / Poly Haven | [Asset](https://polyhaven.com/a/rock_boulder_dry) | [CC0 1.0](https://polyhaven.com/license); unmodified JPEG | [Rock normal](game/assets/vendor/polyhaven/rock_boulder_dry/rock_boulder_dry_nor_gl_2k.jpg) | | Rock Boulder Dry — 2K AO/roughness/metallic | Dimitrios Savva (photography), Rico Cilliers (processing) / Poly Haven | [Asset](https://polyhaven.com/a/rock_boulder_dry) | [CC0 1.0](https://polyhaven.com/license); unmodified JPEG | [Rock ARM](game/assets/vendor/polyhaven/rock_boulder_dry/rock_boulder_dry_arm_2k.jpg) | | Tree Small 02 — near/mid/far GLB | Rico Cilliers (all source work) / Poly Haven | [Asset](https://polyhaven.com/a/tree_small_02) | [CC0 1.0](https://polyhaven.com/license); conversion described below | [Tree LODs](game/assets/vendor/polyhaven/vegetation/tree_small_02.glb) | | Fir Sapling Medium — near/mid/far GLB | Rob Tuytel (photography), Rico Cilliers (modeling) / Poly Haven | [Asset](https://polyhaven.com/a/fir_sapling_medium) | [CC0 1.0](https://polyhaven.com/license); conversion described below | [Fir LODs](game/assets/vendor/polyhaven/vegetation/fir_sapling_medium.glb) | | Grass Medium 01 — tall/tiny clumps GLB | Rob Tuytel (photography), Rico Cilliers (modeling) / Poly Haven | [Asset](https://polyhaven.com/a/grass_medium_01) | [CC0 1.0](https://polyhaven.com/license); selected/normalized meshes, embedded textures, alpha cutouts | [Grass clumps](game/assets/vendor/polyhaven/vegetation/grass_medium_01.glb) | | BMW 1M — benchmark-derived GLB | Mike Pan; conversion by Aster Coast contributors | [Artist](https://mikepan.com/bmw.html), [specific benchmark archive](https://download.blender.org/release/BlenderBenchmark2.0/scenes/bmw27.tar.bz2) | [CC0 1.0](https://creativecommons.org/publicdomain/zero/1.0/); edition evidence and modifications below | [Ninth garage car](game/assets/vendor/mikepan/bmw_1m.glb) | | Opel Astra 1.6 16V — engine loop WAV | qubodup; conversion by Aster Coast contributors | [OpenGameArt](https://opengameart.org/content/car-engine-loop-96khz-4s), [Freesound original](https://freesound.org/people/qubodup/sounds/147243), [archive](https://opengameart.org/sites/default/files/engine-loop.7z) | [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/); required credit and modifications below | [Four-cylinder recorded loop](game/assets/vendor/qubodup/opel_engine_loop.wav) | | BMW M4 — idle loop WAV | Andreabarata; conversion by Aster Coast contributors | [AUDIO M4 WAV.wav](https://freesound.org/people/Andreabarata/sounds/335345/), [public HQ MP3](https://cdn.freesound.org/previews/335/335345_3157579-hq.mp3) | [CC0 1.0](https://creativecommons.org/publicdomain/zero/1.0/); modifications and recording limits below | [BMW 1M idle timbre](game/assets/vendor/andreabarata/bmw_m4_idle.wav) | | BMW M4 — body loop WAV | Andreabarata; conversion by Aster Coast contributors | [AUDIO M4 WAV.wav](https://freesound.org/people/Andreabarata/sounds/335345/), [public HQ MP3](https://cdn.freesound.org/previews/335/335345_3157579-hq.mp3) | [CC0 1.0](https://creativecommons.org/publicdomain/zero/1.0/); modifications and recording limits below | [BMW 1M body timbre](game/assets/vendor/andreabarata/bmw_m4_body.wav) | ### Porsche 911 Turbo Artwork and Sound This work is based on **"Porsche 911 (930) Turbo 1975"** ([source](https://sketchfab.com/3d-models/porsche-911-930-turbo-1975-de1ffd344c41481892511f7fd332c136)) by **Lexyc16** ([creator](https://sketchfab.com/Lexyc16)), licensed under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/). The live [source metadata](https://api.sketchfab.com/v3/models/de1ffd344c41481892511f7fd332c136) confirms the author and license. Source bytes came from an attributed redistribution at [CarVision, pinned commit](https://github.com/tensornull/CarVision/tree/df000a8be290821fb9c5486c236c3be72d537786/src/assets/porsche), including the original license document and embedded creator metadata. Modifications: normalized to a 2.272 m wheelbase; combined body and four independent centered wheels; corrected coordinate orientation and winding; game paint, alloy, headlight and brake-light materials; embedded textures; excluded source helpers, cameras and animation. **61,218 triangles**, **4,373,700 bytes**, SHA-256 `446cf57eb673c07d974e8db112dc663bd88c248d3a3beba05a15ca0921e12827`. Used as the free Porsche garage vehicle. Handling is authored, not calibrated. Porsche's vehicle design and trademarks remain with their owners; no manufacturer agreement, approval or endorsement is claimed. Preserve this attribution with both the game and any promotional captures of this model. **"porsche_911.wav" by mharo**, [Freesound 55727](https://freesound.org/people/mharo/sounds/55727/), [CC0 1.0](https://creativecommons.org/publicdomain/zero/1.0/). The [public HQ MP3 preview](https://cdn.freesound.org/previews/55/55727_267249-hq.mp3) is 231,765 bytes, SHA-256 `2387d2c74a32f3bd9ff773fe33d3dd6a04a05708ab92ad17d85e88917d43b735`. The 0.5-4.5 s window is converted to mono 44.1 kHz/16-bit PCM, with DC/45 Hz rumble removal, a 6.5 kHz low-pass, 80 ms loop overlap and -2.85 dBFS peak. Final **3.92 s / 345,788 bytes**, SHA-256 `6a157a908d10c786cd43478029c4f7a7868142aeb73f26887e959a8ea8d3c01f`. It supplies the Porsche's recorded timbre alongside synthesized RPM detail. This is a street-recorded 911, **not an exact 1975 Turbo multi-RPM/load library**. The Ferrari candidate inspected during this pass is **not included**. Its original listing is disabled; secondary attribution alone was not used to assert a newly verified release license. Staging downloads under ignored authoring folders do not become shipped assets. ### Website Media The [game website](web/README.md) and portfolio use actual native captures made with the game's movie writer, not a desktop or microphone recording. The 25-second clip is an automated BMW drive trimmed from the 35-second source. It is not a benchmark or human driving claim. Model, environment and audio rights above also apply to the captures. Website fonts are self-hosted Barlow Condensed and Manrope from Fontsource under SIL OFL 1.1. Motion and Lucide retain their MIT/ISC licenses. No recordings or art from another racing game are used. [Poly Haven's asset license](https://polyhaven.com/license) expressly permits commercial use, modification and redistribution. [CC0 legal text](https://creativecommons.org/publicdomain/zero/1.0/legalcode). Source download metadata was recorded over verified HTTPS. Exact final byte sizes and SHA-256 digests are pinned in [tools/asset-lock.json](tools/asset-lock.json) for checking during every export. JPEG/HDR bytes are unmodified; the HDR was renamed. Shader tint, wetness, sampling and panorama blending are original. The previous four images still total 3,689,015 bytes. The tree/fir conversions normalize geometry, decimate meshes and thin leaf islands, embed textures, and use alpha-cutout materials. Aster Coast's original CPU renders of the derived canopies produce crossed-quad far impostors, **four triangles each**. Finished near/mid/far counts are **17,992 / 2,592 / 4** for the tree and **13,172 / 2,192 / 4** for the fir. Grass clumps have **290 / 79** triangles. These are conversion-report counts, not runtime performance measurements. - Final tree GLB: **7,013,968 bytes**, SHA-256 `bbbc47cf6280ac449f66aa2ffaf928ba508a29b169d8dd9488c7385d1c76c2b3`. - Final fir GLB: **4,607,440 bytes**, SHA-256 `194dee96674dcb1619018daa4393daf69356b65c94ea37393e2127af1182cdee`. ### BMW edition, modifications and brand notice The source is specifically Blender Open Data's BMW27 **benchmark edition**, not the older unlicensed BMW27 demo archive or a mirror. Blender's official [Introducing Blender Benchmark](https://www.blender.org/news/introducing-blender-benchmark/) announcement states: **“the testing content is public domain (CC0)”**. The [Open Data about page](https://opendata.blender.org/about/) links the benchmark scenes. This provenance applies to the specific benchmark source pinned below; it does not assert that every BMW27 archive is licensed identically. - Source archive: **3,637,007 bytes**, SHA-256 `bc4fd79cbd85a1cc47926e848ec8f322872f5c170ef33c21e0d0ce303c0ec9ea`. - Final GLB: **3,525,120 bytes**, SHA-256 `fe3f6f8c8c85f71b6c51a2b32171dc5baa967b2a9707ecca9de24b2ce95c97ac`. - Original model: **Mike Pan**, [artist's BMW page](https://mikepan.com/bmw.html). Conversion uses bounded mesh evaluation, replacement game PBR materials, **110,885 triangles** (85,979 body; wheels 6,227 / 6,226 / 6,226 / 6,227), four independently centered wheels and a **2.66 m wheelbase**. It rejects spike-producing QEM reductions, substitutes rear-wheel meshes at the front to remove pre-steering, and excludes source scene helpers, scripts and animation. The final export is capped at **130,000 triangles**. - The BMW 1M is the ninth garage car, available for **0 CR**, alongside all eight original designs. Its RWD handling is estimated, not calibrated real-car physics. - BMW names, badges and vehicle design identify **BMW**, the manufacturer. No manufacturer brand license, sponsorship, approval or endorsement is claimed; neither Mike Pan nor Blender is represented as endorsing this game. CC0 does not convey trademark rights. Opel is identified only as the recorded vehicle's manufacturer, with no Opel endorsement or brand license claimed. ### Required recorded-audio attribution **“Car engine loop (96khz, 4s)” — qubodup**, recorded from an **Opel Astra 1.6 16V**. Source: [OpenGameArt](https://opengameart.org/content/car-engine-loop-96khz-4s), [original Freesound recording](https://freesound.org/people/qubodup/sounds/147243), [download archive](https://opengameart.org/sites/default/files/engine-loop.7z). Licensed under [Creative Commons Attribution 3.0](https://creativecommons.org/licenses/by/3.0/) ([legal text](https://creativecommons.org/licenses/by/3.0/legalcode)). **Modifications by Aster Coast contributors:** the archive's normalized stereo sample was converted to mono **44.1 kHz, 16-bit PCM**, DC removed, a **40 ms loop crossfade** applied, and the peak normalized to approximately **−1.4 dBFS**. The source title does not describe the format of the final game WAV. - Source archive SHA-256: `06b14b760fde613b357d043517f604dfde024318e764dff209a179ea39c566d6`. - Final WAV: **349,316 bytes**, SHA-256 `574e290bd8eb40a3fed8ebf9d693d4301eb8a84443ec16ab16853897755e7759`. Only four-cylinder vehicles use the Opel recording, with pitch/load blending; the BMW does not use it. Preserve the creator, source, license link and modification notice in redistributed credits; the repository MIT license does not replace CC BY 3.0. No endorsement by qubodup is implied. ### CC0 BMW M4 recording and derived loops **“AUDIO M4 WAV.wav” — Andreabarata**, [Freesound sound 335345](https://freesound.org/people/Andreabarata/sounds/335345/), licensed [CC0 1.0](https://creativecommons.org/publicdomain/zero/1.0/). The authoring input is the **public HQ MP3 preview**, [download](https://cdn.freesound.org/previews/335/335345_3157579-hq.mp3), **not** the login-gated original WAV. The source title does not imply lossless provenance. - Source MP3: **4,740,576 bytes**, SHA-256 `9db39568d7b37cdf461bcecc45c48ffd263bb60f4243e0c756c175a1f2a5f22f`. - [Idle loop](game/assets/vendor/andreabarata/bmw_m4_idle.wav): **345,788 bytes**, SHA-256 `5632c8453ec2375508fe803d069cde7f78c672fe1f1997d38998a0731d440afd`. - [Body loop](game/assets/vendor/andreabarata/bmw_m4_body.wav): **345,788 bytes**, SHA-256 `335cacd3f41ccee2f98c85891333881c8b6dca0857d5ffb1dfaf33b63fdedc94`. **Modifications by Aster Coast contributors:** source windows **196–200 s** (idle) and **12–16 s** (cold-idle body) converted to mono **44.1 kHz, 16-bit PCM**; DC and sub-35 Hz rumble removed, **80 ms raised-cosine seams** applied and peaks normalized to approximately **−2.85 dBFS**. Each final loop is **3.92 seconds**. The BMW 1M alone uses these two cached native sample players with synthesized six-cylinder firing-order/high-RPM detail, tires and wind. This is **M4 timbre on a 1M**, not an exact-model recording, measured acceleration sound or multi-RPM/load library. The Porsche uses its separately credited 911 recording above; remaining six-, eight- and ten-cylinder engines use synthesis. Human listening assessment remains pending. Credit is voluntary under CC0 and included with creator/source/license/modifications in the offline in-game Credits; no Andreabarata or BMW endorsement or manufacturer agreement is claimed. There is no included Kenney pack. No runtime asset downloader is present. GLB images remain embedded using Godot's `gltf/embedded_image_handling=2` (BasisU) import option; auto-extracted image copies are not separate licensed inventory entries and must not be shipped as loose duplicates. Import metadata is not art. Recorded WAV import metadata must use `compress/mode=0` to preserve native PCM. See [docs/ASSET_PIPELINE.md](docs/ASSET_PIPELINE.md) for authoring pins and workflow. ## Godot Engine The native game contains Godot Engine code from the Windows export template. Pinned version: **4.7.2 stable**; reviewed release digests are recorded in [tools/godot-lock.json](tools/godot-lock.json). - [Godot license](https://godotengine.org/license/) - [Pinned upstream license](https://github.com/godotengine/godot/blob/4.7.2-stable/LICENSE.txt) - [Pinned engine/dependency copyright inventory](https://github.com/godotengine/godot/blob/4.7.2-stable/COPYRIGHT.txt) - [Official redistribution guidance](https://docs.godotengine.org/en/stable/about/complying_with_licenses.html) The following upstream license is included here because the current packager copies this document into the portable ZIP. It is also kept separately in [assets/GODOT_LICENSE.txt](assets/GODOT_LICENSE.txt). > Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). > Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. > > Permission is hereby granted, free of charge, to any person obtaining a copy > of this software and associated documentation files (the "Software"), to deal > in the Software without restriction, including without limitation the rights > to use, copy, modify, merge, publish, distribute, sublicense, and/or sell > copies of the Software, and to permit persons to whom the Software is > furnished to do so, subject to the following conditions: > > The above copyright notice and this permission notice shall be included in all > copies or substantial portions of the Software. > > THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR > IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, > FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE > AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER > LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, > OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE > SOFTWARE. ### Complete dependency notices Godot's own MIT text is **not the complete third-party notice set**. The build generates complete accompanying notices from the pinned engine binary using: - `Engine.get_license_text()` — engine license. - `Engine.get_copyright_info()` — component names, copyright holders, file groups and license associations. - `Engine.get_license_info()` — referenced third-party license texts. Every portable ZIP must include all three sections in its full Godot notice document. The distribution test checks the actual ZIP contents and sidecar equality. The game's Credits page also provides the engine's full read-only copyright and license text, accessible offline in the standalone executable. See [tools/PACKAGING.md](tools/PACKAGING.md) and [docs/PLAYTEST.md](docs/PLAYTEST.md) for packaging rules and measured verification, respectively. ## Optional launcher and separate server The launcher code is original/MIT. Its pinned self-contained .NET 8.0.30 runtime has additional notices. The build fetches the complete version-matched [Microsoft .NET license](https://github.com/dotnet/runtime/blob/v8.0.30/LICENSE.TXT) and [third-party notices](https://github.com/dotnet/runtime/blob/v8.0.30/THIRD-PARTY-NOTICES.TXT), embeds them in the EXE, and copies them beside it. The launcher's `--licenses` option exposes them without network access. Its self-test checks exact embedded text and runtime version; a missing notice fails compilation. Python/FastAPI/Uvicorn and their dependencies are **not shipped inside the game**. Their pinned requirements and independent hosting instructions are in [server/README.md](server/README.md). A server redistribution must retain the actual installed dependencies' notices; this document does not declare all of those dependencies MIT or claim a completed dependency-license audit.