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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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Christoph Oelckers 6fc256709c fixed the particle replacement code.
OldestParticle was not properly tracked which could result in circular lists.
To make maintenance easier, the replacement code and the free particle part were merged into one to only have one place where the linked list is modified.
2024-11-01 08:46:02 +01:00
.devcontainer
.github - moved appimage github actions workflow back 2024-10-10 13:35:42 +03:00
bin/windows
cmake
docs
fm_banks
libraries
soundfont
specs Clarify default value for useowncolors 2024-10-23 22:59:51 -03:00
src fixed the particle replacement code. 2024-11-01 08:46:02 +01:00
tools
unused
wadsrc add set/get plane reflectivity 2024-10-26 00:21:16 -03:00
wadsrc_bm
wadsrc_extra - change order for Kex edition wads to appear last since they were most recent 2024-10-22 00:51:05 -04:00
wadsrc_lights
wadsrc_widepix
.gitattributes
.gitignore
AppImageBuilder.yml
auto-setup-linux.sh
auto-setup-windows-arm.cmd
auto-setup-windows.cmd
CMakeLists.txt
LICENSE
options.checklist
README.md
vcpkg.json

Welcome to GZDoom!

Continuous Integration

GZDoom is a modder-friendly OpenGL and Vulkan source port based on the DOOM engine

Copyright (c) 1998-2023 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 EDGE 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.

Resources