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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2019-01-07 17:11:55 +01:00
asmjit - implement xor swap for vec registers 2018-12-07 19:30:00 +01:00
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fm_banks Upgrade libADLMIDI and libOPNMIDI 2018-10-04 08:58:47 -04:00
game-music-emu - fixed SPC music loops 2018-12-29 15:49:02 +02:00
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specs Expand UDMF and ZScript API for side's own additive colors 2018-12-26 16:58:27 +01:00
src - removed most level access from sound code. 2019-01-07 17:11:55 +01:00
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unused - create an intermediate structure between sectors and subsectors. 2018-11-04 20:10:51 +01:00
wadsrc - fixed last PR. 2019-01-07 01:09:57 +01:00
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wadsrc_lights - removed dynamic lights from Hexen's Mana pickups. 2018-10-06 23:50:12 +02:00
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.gitignore - extended state caller check to work on CustomInventory items as well 2018-11-15 09:24:17 +01:00
.travis.yml - use Xcode 10.1 for Travis CI builds 2018-11-03 13:11:59 +02:00
CMakeLists.txt - force CMake to use internal asmjit. I left it in a state so that it can easily be changed back in the future. 2019-01-02 08:19:03 -05:00
LICENSE - add LICENSE file for GitHub's info displays 2018-07-21 07:03:52 -04:00
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.