Godot-webview uses Qt under LGPL-3.0, and we follow the rules set forth by LPLG-3.0:
- We give prominent notice that godot-webview uses Qt under LGPL-3.0.
- Mentioned in the
README.txt
, as well as various places on this website
- We provide copies of the LGPL-3.0, and GPL-3.0 to buyers; businesses or private persons.
- These licences are included in the
.zip
file.
- We provide the mechanism to (re)link godot-webview with a (potentially modified but interface-compatible) version of the Qt libraries.
- godot-webview dynamically links against
.so
/ .dylib
/ .dll
and can easily be replaced.
- We display the copyright notices of Qt and the license texts of LGPL-3.0 and GPL-3.0 somewhere in the user interface.
- our custom Godot node
QuickView
has a component and module: License
and License
that will show the license(s) in question.
- Any modifications to Qt are provided as git
.diff
patches.
- They are interface-compatible
- We include the build instructions (see
LICENSE.md
)
- We host the Qt source code ourselves over at git.kroket.io.
- We do not use any Qt modules that are not under LGPL3
- Proprietary codecs are disabled.
Commercial usage
In short, it is perfectly fine to use Qt in a commercial product, while keeping your source code a secret. That means using godot-webview is not an issue, provided that you follow the LGPL3 requirements.
In the case of a game, license(s) are typically shown on the about/credits screen.
More information on LGPL-3.0: