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28 Nov 2023
@_discord_132676372073152512:t2bot.iosliter 08:32:28
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17 Dec 2023
@_discord_150622790037405696:t2bot.ioAI Scribbles - robertcs 02:49:13
@_discord_66237642349477888:t2bot.iodbzer0 If you use the CGF you need to release the resulting code as well. However AGPL allows for variables, so you can keep your assets and variables secret. This is why the card data is set up to be imported as json from anywhere.

What happens if I need to interact from GDScript with 3rd party code written in C++ (like the in-app-purchase or in-game-advertising libraries in a mobile game). Would I be allowed to interact with compiled C++ code (which may be using a different license) from GDScript code covered by AGPL?

We have an exception in the license for Steamworks and similar services, but any other library you use should likewise have its code public. It doesn't have to be AGPL, but compatible with it (such as MIT or Apache)

have another question which is also related to the use of C++ code: as far as I know, the Godot game engine is released under the MIT license and CFG is obviously using Godot. Does it means I also need to release the Godot source code with the AGPL license together with the CFG source code? Am I allowed to change the Godot license from MIT to AGPL?

You don't need to change the license of Godot as MIT is compatible with AGPL. You don't need to redistribute the source of Godot as it's freely available online.
12:01:24
18 Dec 2023
@_discord_150622790037405696:t2bot.ioAI Scribbles - robertcs 20:58:46
23 Dec 2023
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27 Dec 2023
@_discord_66237642349477888:t2bot.iodbzer0 00:24:24
@_discord_150622790037405696:t2bot.ioAI Scribbles - robertcs 03:30:18
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