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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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- Factored in parent bone rotations to check if a bone needs updating - Implemented multiply Quaternion functions to TVector4 - Converted Euler rotations in A_ManipulateBone to degrees |
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cmake | ||
docs | ||
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soundfont | ||
specs | ||
src | ||
tools | ||
unused | ||
wadsrc | ||
wadsrc_bm | ||
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wadsrc_lights | ||
wadsrc_widepix | ||
.gitattributes | ||
.gitignore | ||
CMakeLists.txt | ||
LICENSE | ||
options.checklist | ||
README.md |
Welcome to GZDoom!
GZDoom is a modder-friendly OpenGL and Vulkan source port based on the DOOM engine
Copyright (c) 1998-2022 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.