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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2019-05-25 11:37:57 +02:00
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specs - updated UFMF-spec for UTF-8. 2019-04-26 10:24:45 +02:00
src Fixing crash when loaded module, using proper function liberate them. 2019-05-25 11:37:57 +02:00
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wadsrc - removed array length() function from shadowmap shader 2019-05-24 14:29:37 +03:00
wadsrc_bm - changed the filter name for Doom IWADs 2019-04-10 00:15:16 +02:00
wadsrc_extra - language update. 2019-05-19 08:11:11 +02:00
wadsrc_lights - changed the filter name for Doom IWADs 2019-04-10 00:15:16 +02:00
zlib Force STATIC for internal GZDoom libraries 2019-05-18 18:15:51 +02:00
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.travis.yml - updated Travis CI configuration to use Xcode 10.2 2019-03-30 11:15:26 +02:00
CMakeLists.txt
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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.