The Inexor source code and the Inexor files are provided under the terms of the ZLIB license (very similar to the BSD license).
Inexor is a fork of Cube 2: Sauerbraten, which is also licensed under the ZLIB license.
The license covers the source code directory of this archive (or the source repository on GitHub) as well as the "config" directory in the "data" directory (or the data repository on GitHub). The included ENet network library which Inexor uses is covered by an MIT-style license, which is however compatible with the above license for all practical purposes. Other libraries have also individual licenses, which you can see in the respective readmes.
Game media included in the game (maps, textures, sounds, models etc.) are NOT covered by this license, and may have individual copyrights and distribution restrictions (see individual readmes).
Inexor game source code, any release.
Copyright (C) 2014-2015 TODO
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
- The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
- Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- This notice may not be removed or altered from any source distribution.
Sauerbraten game engine source code, any release.
Copyright (C) 2001-2015 Wouter van Oortmerssen, Lee Salzman, Mike Dysart, Robert Pointon, and Quinton Reeves
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
- The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
- Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- This notice may not be removed or altered from any source distribution.
- see wiki for the actual list of developers and content designers
- Wouter "Aardappel" van Oortmerssen: A lot of the general code, and the original concept and design.
- Lee "eihrul" Salzman: ENet networking library, nix ports, and a lot of the general code, especially rendering/lightmaps/physics related.
- Mike "Gilt" Dysart: General programming, especially editing/physics related.
- Robert "baby-rabbit" Pointon: GUI, particle rendering, and movie recording code, MacOSX porting.
- Quinton "quin" Reeves: Bots/AI code. Asissts with community management, documentation/wiki, and development.
with contributions from:
- Adrian "driAn" Henke: MD3 code.
- Jerry Siebe: Geometry rendering optimisations.
other stuff:
- The SDL team: For their libraries.