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Vendor blobs

This directory contains the proprietary native libraries that this repo ships inside its release archives. They are committed here instead of being downloaded by the build pipeline because their distribution requires accepting per-vendor agreements that the maintainer has signed once, and the upstream download endpoints are gated behind logged-in partner portals (no public artifact URL exists).

Updating these blobs is a manual maintainer task: download the latest SDK from the vendor portal, replace the file here, commit, push. The next push to main publishes a release containing the updated blob.

Contents

libEOSSDK-Linux-Shipping.so

The Linux x86_64 runtime of the Epic Online Services SDK. Ships in the SE1 archive.

  • Source: https://dev.epicgames.com/portal/ -> your product -> SDK Downloads -> "EOS SDK for C" -> Linux build.
  • License: proprietary (Epic Online Services SDK License Agreement). Attribution: see Licenses/EOS-NOTICE.txt.
  • Used to interoperate with Space Engineers' existing EOS integration. No EOS SDK source code is included; only the unmodified shipping .so is redistributed.

libsteam_api.so

The Linux x86_64 runtime of the Steamworks SDK. Ships in the SE1 archive.

  • Source: https://partner.steamgames.com/downloads/list -> Steamworks SDK (sdk/redistributable_bin/linux64/libsteam_api.so).
  • License: proprietary (Steamworks SDK Access Agreement). Attribution: see Licenses/Steam-NOTICE.txt.
  • Used to interoperate with Space Engineers' existing Steam integration. No Steamworks SDK source code is included; only the unmodified shipping .so is redistributed.

libfmod.so.14 and libfmodstudio.so.14

The Linux x86_64 runtimes of the FMOD Engine (Core and Studio APIs). Ship in the SE2 archive only — Space Engineers 1 does not use FMOD.

  • Source: https://www.fmod.com/download (login required) -> FMOD Engine -> Linux -> version 2.03.11, matching the FMOD the game ships (verified against the FileVersion resource of the game's fmod.dll: 2.03.11 build 158528). The committed file names carry the upstream SONAMEs (libfmod.so.14) for provenance; build.sh stages them into the archive under the bare names (libfmod.so, libfmodstudio.so), binaries unmodified. Release variants, not the L (logging) builds.
  • License: proprietary; redistribution of the unmodified runtime is permitted by the FMOD EULA. Shipped alongside as LICENSES/FMOD-EULA.txt and LICENSES/FMOD-NOTICE.txt (sources under Licenses/se2/).
  • Version rule: the FMOD API is version-locked — the managed wrapper inside SE2 is generated for the game's FMOD version, so these blobs must match it at least to the minor release. When the game updates its FMOD, update these in lockstep; if the SONAME digit changes, update the committed file names and the copy step in build.sh together (the archive names stay bare). See docs/maintenance.md.

Why these are committed (and the others are not)

The remaining libraries in the release archives (FFmpeg, DXVK, vkd3d-proton, OpenAL, Steamworks.NET) are built from source by the scripts under Scripts/ and therefore do not need to be committed. EOS, Steamworks and FMOD have no public source and no publicly-fetchable binary, so this directory is the only practical place for them.

The native wrapper libraries — SE1's libD3DCompiler.so, libHavok.so, libRecastDetour.so, libVRageNative.so, and SE2's libVRage.*.Native.so set — are not part of this repo at all: they are built and released by CometWorks/linux-native-wrappers and consumers fetch them from there directly.