"If a program released under the GPL uses plug-ins, what are the requirements for the licenses of a plug-in? (#GPLAndPlugins) It depends on how the program invokes its plug-ins. If the program uses fork and exec to invoke plug-ins, then the plug-ins are separate programs, so the license for the main program makes no requirements for them.
If the program dynamically links plug-ins, and they make function calls to each other and share data structures, we believe they form a single program, which must be treated as an extension of both the main program and the plug-ins. This means the plug-ins must be released under the GPL or a GPL-compatible free software license, and that the terms of the GPL must be followed when those plug-ins are distributed.
If the program dynamically links plug-ins, but the communication between them is limited to invoking the ‘main’ function of the plug-in with some options and waiting for it to return, that is a borderline case."
http://www.blender.org/education-help/faq/gpl-for-artists/#c...
"Can I sell plug-ins for Blender?
Yes you can, but only if you provide the plug-in and the sources to your clients under the GNU GPL license. The client then benefits from all rights the GPL offers; free to use it, or even distribute it when they wish.
Only if the plug-in doesn't work within Blender as "acting as a single program" (like using fork or pipe; by only transferring data and not using each others program code) you have the full freedom to license the plug-in as you wish."
Anyway, we're talking about plugins that upload files to steam with a simple interface, so they could easily be independent code, sharing no internal data structures.
And even if it was, I don't see why BSD changes wouldn't get shared back here.