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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cmake Do not write g_pch.cpp if it's already up-to-date 2018-04-19 11:36:52 +03:00
docs - changed license of portal.cpp to GPLv3 2019-08-21 21:31:12 +02:00
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libraries - fixed uninitialized variable in OPL song 2020-01-12 18:02:26 +02:00
soundfont - added a small default sound font that needs to be installed with the project. 2017-05-13 12:38:19 +02:00
specs Add handling for drawfullheight flag 2020-01-11 13:24:02 +01:00
src Add missing time.h include in cmdlib.h 2020-02-14 19:07:24 +01:00
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unused - create an intermediate structure between sectors and subsectors. 2018-11-04 20:10:51 +01:00
wadsrc Revert "Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items." 2020-02-10 15:38:12 -03:00
wadsrc_bm - changed the filter name for Doom IWADs 2019-04-10 00:15:16 +02:00
wadsrc_extra - autoload nerveunity.wad to doom2unity.wad 2020-02-04 09:30:53 +01:00
wadsrc_lights - fixed typos in Doom lights definitions 2019-12-01 11:37:40 +02:00
.appveyor.yml - added Debug x64 target to AppVeyor configuration 2019-06-21 22:21:30 +03:00
.gitattributes - define zdoom.rc as a proper Windows text file, stop Git from mismanaging it 2018-05-17 17:39:18 -04:00
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CMakeLists.txt - set macOS deployment target in CMake 2020-01-05 10:50:14 +02:00
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README.md Minor update to README.md 2019-12-22 08:07:33 -05:00

Welcome to GZDoom!

Build Status Build Status

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

Copyright (c) 1998-2019 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.