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GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities
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The reason this was never added was the hard dependency on the line trigger types. This implements some modified logic that does not try to find all potential lifts in the map. Also moving the MBF flags to compatflags so that they are easier to control by the user as these must be part of compatibility presets. |
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cmake | ||
docs | ||
fm_banks | ||
libraries | ||
soundfont | ||
specs | ||
src | ||
tools | ||
unused | ||
wadsrc | ||
wadsrc_bm | ||
wadsrc_extra | ||
wadsrc_lights | ||
wadsrc_widescreen | ||
.gitattributes | ||
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CMakeLists.txt | ||
LICENSE | ||
README.md |
Welcome to GZDoom!
GZDoom is a modder-friendly OpenGL and Vulkan source port based on the DOOM engine
Copyright (c) 1998-2021 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 EDGE 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.