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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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Doing this intermingled with the thinkers is highly unsafe because there are absolutely no guarantees about order of execution. Effectively it ran these commands right in the middle of the playsim which could cause all sorts of synchronization issues, because CCMDs are part of the UI, not the playsim. - pass a const string to AddCommandString. This function manipulated the input buffer, leading to all sorts of code contortions to make sure that the passed parameter is clean for that. This function will now create a copy of the passed parameter which it can manipulate without complicating its calling code. # Conflicts: # src/c_dispatch.cpp |
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bzip2 | ||
cmake | ||
docs | ||
dumb | ||
fm_banks | ||
game-music-emu | ||
gdtoa | ||
jpeg | ||
lzma | ||
soundfont | ||
specs | ||
src | ||
tools | ||
unused | ||
wadsrc | ||
wadsrc_bm | ||
wadsrc_extra | ||
wadsrc_lights | ||
zlib | ||
.appveyor.yml | ||
.gitattributes | ||
.gitignore | ||
.travis.yml | ||
CMakeLists.txt | ||
LICENSE | ||
README.md |
Welcome to GZDoom!
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.