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fonts: the guide matches Fontshare's status and warns about the FFL
docs/fonts.md still called Fontshare needs-review (it is active) and said subsetting and conversion are fine without saying that holds for OFL only. It now has a section on the ITF Free Font License, quoting its ban on "subsetting, format conversion" (read 2026-10-04), the engine imports that may trip it, and OFL as the safe default. The Fontshare entry carries the same caveat as its `limits` line, so it shows on the card and page. Closes #179 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01LpkeXRUqm7oDedPDk3QWtK
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‎catalog/fonts/fontshare.md‎

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subcategories: [aggregator, sans, display]
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license: varies
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commercial: true
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limits: "Most families are ITF FFL: no subsetting or format conversion, which engine font imports may do"
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attribution_required: false
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formats: [OTF, TTF, WOFF]
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tags: [foundry, itf, mixed-license, variable-font]

‎docs/fonts.md‎

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licence header cannot appear in the name of your modified version. Rename the family
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before you ship a patched or subsetted-and-renamed build.
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Subsetting, hinting changes, and converting to another format are all permitted. They are
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Under OFL, subsetting, hinting changes, and converting to another format are all permitted.
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Other font licences can forbid them (see the ITF Free Font License below). They are
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modifications, so the licence and notice travel with the result, and the RFN rule applies
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if the original declared one.
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- A web build that serves the font as a separate file over HTTP is distributing the font
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file. Keep the licence reachable; a link in your credits page is enough.
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## The ITF Free Font License and engine font imports
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About two thirds of [Fontshare](../catalog/fonts/fontshare.md)'s families use the ITF Free
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Font License (FFL), not OFL; each family page says which. The FFL allows commercial use,
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Games included, and embedding in desktop and mobile applications, with credit optional.
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It also forbids changing the font, and names the changes engines make. From its
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"Limitations of Usage" section, read on 2026-10-04: "You may not modify, edit, adapt,
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translate, reverse engineer, decompile, disassemble or otherwise alter the Font Software
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... This includes modifying or replacing glyphs, subsetting, format conversion, or
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altering font names, copyright information, ownership information or other metadata."
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Several common import paths do one of those things: baking a signed-distance-field or
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bitmap atlas (Unity TextMeshPro font assets, MSDF or pre-rendered fonts in Godot, offline
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cached fonts in Unreal), or subsetting a web build's font to the glyphs it uses. Whether
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ITF treats a given import as "format conversion" is its call; the licence gives no
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exception for it. For a game whose pipeline converts fonts, an OFL family is the safe
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default. With an FFL family, ship the original font file and render it at runtime, or ask
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ITF first.
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## CC0 fonts
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`ggbotnet-fonts-cc0` and similar CC0 releases owe nothing at all: no notice, no credit, no
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commercial grant and it is not in this catalog.
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- **Webfont-only EULAs** grant `@font-face` use and nothing else. A game binary is not a
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web page; embedding under a webfont-only licence is outside the grant.
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- **Fontshare** is listed as `needs-review` for this reason: it mixes its own `itf_ffl`
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terms with OFL and the terms page is not readable as plain text.
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- **Fontshare** mixes two licences: OFL on some families and the ITF Free Font License
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on most. The FFL allows games but forbids subsetting and format conversion; see the
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section above before you import one into an engine.
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- **Open Foundry** is a display index. Download from the upstream foundry so you get the
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real `OFL.txt` with the family.
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