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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2018-12-29 01:17:59 +01:00
asmjit - implement xor swap for vec registers 2018-12-07 19:30:00 +01:00
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lzma - updated LZMA library to version 18.05 2018-05-04 11:24:15 +03:00
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specs Expand UDMF and ZScript API for side's own additive colors 2018-12-26 16:58:27 +01:00
src - treat non-existent arrays in the savegame as zero length. 2018-12-29 01:17:59 +01:00
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unused - create an intermediate structure between sectors and subsectors. 2018-11-04 20:10:51 +01:00
wadsrc Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-12-28 23:14:22 +01:00
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.gitattributes - define zdoom.rc as a proper Windows text file, stop Git from mismanaging it 2018-05-17 17:39:18 -04:00
.gitignore - extended state caller check to work on CustomInventory items as well 2018-11-15 09:24:17 +01:00
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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.