Description
Tested versions
Tested versions
v4.4.1.stable.official
System information
Godot v4.4.1.stable.mono - Windows 11 (build 26100) - Multi-window, 2 monitors - Vulkan (Mobile) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 32.0.101.6129) - 11th Gen Intel(R) Core(TM) i7-1185G7 @ 3.00GHz (8 threads)
Issue description
I happened to come across this when exporting to a .NET Godot game for Windows64 AOT (with dotnet/embed_build_outputs=true), but it probably happens elsewhere too. If you analyse the exported executable, it contains a version.txt file with info that is a mix between the game and the game engine itself, leading all games to look like they're under the MIT license :)
Here's a look at the resulting version.txt if you don't set any of the Application fields in the export window:
VALUE "CompanyName", "Godot Engine"
VALUE "FileDescription", "Godot Engine"
VALUE "FileVersion", "1.0.0.0"
VALUE "ProductName", "Godot Engine"
VALUE "Licence", "MIT"
VALUE "LegalCopyright", "(c) 2007-present Juan Linietsky, Ariel Manzur and Godot Engine contributors"
VALUE "Info", "https://godotengine.org"
VALUE "ProductVersion", "1.0.0.0"
If you do update the export settings to match the game name, company name etc. it comes out as this:
VALUE "CompanyName", "My Company"
VALUE "FileDescription", "My Game Name"
VALUE "FileVersion", "1.0.0.0"
VALUE "ProductName", "My Game Name"
VALUE "Licence", "MIT"
VALUE "LegalCopyright", "(c) My Company"
VALUE "Info", "https://godotengine.org"
VALUE "ProductVersion", "1.0.0.0"
Since there is no way to set the License or the Info, the resulting version.txt comes out as a mix between the game itself and the game engine.
Steps to reproduce
Export a game .NET game using native AOT for Windows64. On Windows you can right click the resulting .exe file, extract it with something like 7-zip. Then go into the .rsrc folder and open the version.txt file
Minimal reproduction project (MRP)
n/a