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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Christoph Oelckers 319f8743db - consolidated the check for "is actor an owned inventory item" into a subfunction.
This check occured 9 times in the source, better have it only once.
2018-12-02 16:53:12 +01:00
asmjit
bzip2
cmake
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game-music-emu - prevented GME compilation warning spam with Clang 2018-11-01 13:34:47 +02:00
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specs Fix swapped horizontal/vertical scale 2018-11-12 23:09:59 +01:00
src - consolidated the check for "is actor an owned inventory item" into a subfunction. 2018-12-02 16:53:12 +01:00
tools
unused - create an intermediate structure between sectors and subsectors. 2018-11-04 20:10:51 +01:00
wadsrc - scriptified G_PlayerFinishLevel. 2018-12-02 16:26:02 +01:00
wadsrc_bm
wadsrc_extra
wadsrc_lights
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.appveyor.yml
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.gitignore - extended state caller check to work on CustomInventory items as well 2018-11-15 09:24:17 +01:00
.travis.yml - use Xcode 10.1 for Travis CI builds 2018-11-03 13:11:59 +02:00
CMakeLists.txt Merge remote-tracking branch 'origin/master' into asmjit 2018-11-01 21:23:26 +01:00
LICENSE
README.md

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.