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Christoph Oelckers 4f7ad5b130 - make the clean scaling system more consistent.
Now, all menus will use the same scale, i.e. it only depends on the screen width and a base size of 640. This nearly universally yields better results than trying to make a 320x200 screen fit.
The only exceptions to this are the intermission screens and the level summary. These, unlike the menu need to try to make a 320x200 screen fit, but without all the hackery that was present to adjust the menu display.
Note that since this affects globally visible script variables, both the intermission and summary drawers will not use their own set but instead temporarily override the global setting as long as they run their own code.
Changing the use of variables here might cause much worse problems with menu code so it wasn't attempted
2019-03-17 12:06:09 +01:00
asmjit - implement xor swap for vec registers 2018-12-07 19:30:00 +01:00
bzip2 - Upgrade bzip2 to version 1.0.6. 2016-12-16 22:58:25 +01:00
cmake Do not write g_pch.cpp if it's already up-to-date 2018-04-19 11:36:52 +03:00
docs Deleted MPL text from docs 2018-04-08 09:55:48 +03:00
dumb Normalize line endings 2016-03-01 09:47:10 -06:00
fm_banks Upgrade libADLMIDI and libOPNMIDI 2018-10-04 08:58:47 -04:00
game-music-emu - reverted GME Kss_Cpu.cpp to previous version 2019-01-23 21:43:36 +01:00
gdtoa - we are using C++11 now, so all those old VC 2005 project files are of no use anymore. 2016-03-01 09:38:49 +01:00
jpeg - removed obsolete readme. 2018-04-30 19:10:33 +02:00
lzma - updated LZMA to version 18.06 2019-01-23 21:50:10 +01:00
soundfont - added a small default sound font that needs to be installed with the project. 2017-05-13 12:38:19 +02:00
specs Squashed commit of the following: 2019-02-16 17:25:23 +01:00
src - make the clean scaling system more consistent. 2019-03-17 12:06:09 +01:00
tools - fixed a warning caused by the LZMA-SDK update. 2018-01-21 10:58:12 +01:00
unused - create an intermediate structure between sectors and subsectors. 2018-11-04 20:10:51 +01:00
wadsrc - fixed: Doom's episode names were not translatable. 2019-03-17 10:11:02 +01:00
wadsrc_bm - do the same for brightmaps, Doom's original ones also don't really match with Freedoom. 2017-01-01 12:19:15 +01:00
wadsrc_extra - added lowercase->uppercase mapping for ß and moved all glyphs to the uppercase code point for consistency. 2019-03-12 00:00:54 +01:00
wadsrc_lights - removed dynamic lights from Hexen's Mana pickups. 2018-10-06 23:50:12 +02:00
zlib Updated zlib to 1.2.11 2018-04-03 11:30:04 +03:00
.appveyor.yml - set MSBuild to utilise all CPUs in AppVeyor builds 2019-02-08 16:40:04 +02:00
.gitattributes - define zdoom.rc as a proper Windows text file, stop Git from mismanaging it 2018-05-17 17:39:18 -04:00
.gitignore - cleaned up .gitignore. 2019-02-10 14:12:06 +01:00
.travis.yml - updated Travis CI configuration 2019-02-08 16:37:09 +02:00
CMakeLists.txt - removed the XP warning from the CMake project. 2019-02-23 13:07:43 +01:00
LICENSE - add LICENSE file for GitHub's info displays 2018-07-21 07:03:52 -04:00
README.md - There really isn't an "or greater" for the GPL v3 license - if the license needs to be upgraded in the future then it should be done so explicitly. 2018-06-02 03:36:53 -04:00

Welcome to GZDoom!

Build Status Build Status

GZDoom is a modder-friendly OpenGL source port based on the DOOM engine

Copyright (c) 1998-2018 ZDoom + GZDoom teams, and contributors

Doom Source (c) 1997 id Software, Raven Software, and contributors

Please see license files for individual contributor licenses

Special thanks to Coraline of the 3DGE team for allowing us to use her README.md as a template for this one.

Licensed under the GPL v3

https://www.gnu.org/licenses/quick-guide-gplv3.en.html

How to build GZDoom

To build GZDoom, please see the wiki and see the "Programmer's Corner" on the bottom-right corner of the page to build for your platform.