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 c2ac985357 - split off the utility functions from gl_weapon.cpp.
Meaning there's only half as much code left to clean up.
2018-04-29 23:38:26 +02:00
bzip2
cmake Do not write g_pch.cpp if it's already up-to-date 2018-04-19 11:36:52 +03:00
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src - split off the utility functions from gl_weapon.cpp. 2018-04-29 23:38:26 +02:00
tools
unused - moved the "unused" folder to the repo's top level. 2018-04-23 22:25:29 +02:00
wadsrc Fixed walkthrough blocker in Sin City 2 via compatibility entry 2018-04-28 17:45:15 +02:00
wadsrc_bm
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.appveyor.yml Made AppVeyor configuration closer to stable builds 2018-04-26 10:40:09 +03:00
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.travis.yml Changed macOS targets in Travis configuration 2018-04-18 17:01:33 +03:00
CMakeLists.txt
README.md - minor typo fix 2018-01-26 23:18:13 -05:00

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 (or greater)

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.