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The current LICENSE files apply to the template's source code but not its assets. The assets are credited in the README.md and the game code, but users will likely delete both of those places.
Placing asset licenses in assets/ is an option, but then the release workflows will need to know to delete license files from assets/. Maybe assets/licenses/ would make this easier?
The text was updated successfully, but these errors were encountered:
Including a limited version of the README.md in the cargo-generate branch that only includes the # Credits section is another option, and the user can update that section accordingly. That doesn't provide a place for license files, but it does provide a place for credit + mentioning the name of the license, which may be sufficient for some permissive licenses.
Including a limited version of the README.md in the cargo-generate branch that only includes the # Credits section is another option, and the user can update that section accordingly. That doesn't provide a place for license files, but it does provide a place for credit + mentioning the name of the license, which may be sufficient for some permissive licenses.
For cargo-generate we can provide a (for lack of better term) stub README.md file. This file would be used instead of the in-template README.md file, and we can template it as well. If we did this, it would be done using the same systems as asking for which license the user wants to use (that is hooks).
The current
LICENSE
files apply to the template's source code but not its assets. The assets are credited in theREADME.md
and the game code, but users will likely delete both of those places.Placing asset licenses in
assets/
is an option, but then the release workflows will need to know to delete license files fromassets/
. Maybeassets/licenses/
would make this easier?The text was updated successfully, but these errors were encountered: