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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2021-12-06 16:26:34 +01:00
.github change version input in feature_request.yml 2021-10-01 20:15:26 +02:00
bin/windows/zmusic - removed the zmusic.dll for ARM. 2021-11-06 23:55:16 +01:00
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libraries Fix LZMA compilation with VS 32 bit. 2021-11-29 16:17:47 +01:00
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specs - MBF21: implemented new line flags. 2021-06-28 20:17:08 +02:00
src - Exported the "paused" global variable to ZScript 2021-12-06 16:26:34 +01:00
tools
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wadsrc - Exported the "paused" global variable to ZScript 2021-12-06 16:26:34 +01:00
wadsrc_bm - fixed brightmap definitions for the SpiderMastermind. 2021-07-06 10:35:09 +02:00
wadsrc_extra - text update. 2021-09-19 16:12:40 +02:00
wadsrc_lights gldefs: make soulsphere yellow. 2021-11-11 08:36:24 +01:00
wadsrc_widepix - remove another vestigial file from the time back when Widepix was submoduled 2021-10-25 11:49:40 -04:00
.gitattributes - fix icon in .gitattributes, it must always be checked out as binary 2021-09-21 11:52:36 -04:00
.gitignore
CMakeLists.txt - Backend update from Raze. 2021-11-12 09:36:46 +01:00
LICENSE
README.md

Welcome to GZDoom!

Build Status

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.