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 49bfdbef9f - create an intermediate structure between sectors and subsectors.
A section is a continuous part of a sector or in some case of several nearby continuous parts. For sectors with far away parts multiple sections will be created, especially when they lie in disjoint parts of the map.
This is mainly supposed to cut down on time for linking dynamic lights. Since they need to traverse subsectors to find all touching sidedefs a more coarse data structure that only contains the info needed for this is more suitable. In particular, this does not contain any intra-sector lines, i.e. those with both sides in the same sector.
2018-11-04 20:10:51 +01:00
bzip2 - Upgrade bzip2 to version 1.0.6. 2016-12-16 22:58:25 +01:00
cmake Do not write g_pch.cpp if it's already up-to-date 2018-04-19 11:36:52 +03:00
docs Deleted MPL text from docs 2018-04-08 09:55:48 +03:00
dumb Normalize line endings 2016-03-01 09:47:10 -06:00
fm_banks Upgrade libADLMIDI and libOPNMIDI 2018-10-04 08:58:47 -04:00
game-music-emu - prevented GME compilation warning spam with Clang 2018-11-01 13:34:47 +02:00
gdtoa - we are using C++11 now, so all those old VC 2005 project files are of no use anymore. 2016-03-01 09:38:49 +01:00
jpeg - removed obsolete readme. 2018-04-30 19:10:33 +02:00
lzma - updated LZMA library to version 18.05 2018-05-04 11:24:15 +03:00
soundfont - added a small default sound font that needs to be installed with the project. 2017-05-13 12:38:19 +02:00
specs Single commit - destructible geometry feature 2018-10-31 17:22:09 +01:00
src - create an intermediate structure between sectors and subsectors. 2018-11-04 20:10:51 +01:00
tools - fixed a warning caused by the LZMA-SDK update. 2018-01-21 10:58:12 +01:00
unused - create an intermediate structure between sectors and subsectors. 2018-11-04 20:10:51 +01:00
wadsrc Extend SKYEXPLODE flag for LineAttack 2018-11-03 15:24:30 +01:00
wadsrc_bm - do the same for brightmaps, Doom's original ones also don't really match with Freedoom. 2017-01-01 12:19:15 +01:00
wadsrc_extra - new rocket smoke sprites by Talon1024. 2018-01-28 08:37:56 +01:00
wadsrc_lights - removed dynamic lights from Hexen's Mana pickups. 2018-10-06 23:50:12 +02:00
zlib Updated zlib to 1.2.11 2018-04-03 11:30:04 +03:00
.appveyor.yml Changed AppVeyor configuration to create the 64 bit debug build with VS 2017 and no XP toolset 2018-10-15 09:07:59 +02:00
.gitattributes - define zdoom.rc as a proper Windows text file, stop Git from mismanaging it 2018-05-17 17:39:18 -04:00
.gitignore - specify fragment output locations in the shader source. 2018-06-12 23:52:33 +02:00
.travis.yml - use Xcode 10.1 for Travis CI builds 2018-11-03 13:11:59 +02:00
CMakeLists.txt Update GME up to 0.6.2 version 2018-11-01 00:15:41 +01:00
LICENSE - add LICENSE file for GitHub's info displays 2018-07-21 07:03:52 -04:00
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

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.