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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
e827e9b086
- Made the 2 TArrays into a class called DActorModelData. - Removed the skinindex and now just uses one index - Replaced a bunch of nullptr for modelDef checking with NAME_None - Added some garbage cleanup to A_ChangeModel itself, as well as removing memory of modelData that is no longer needed - Attempted serialize code, putting up for review |
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cmake | ||
docs | ||
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soundfont | ||
specs | ||
src | ||
tools | ||
unused | ||
wadsrc | ||
wadsrc_bm | ||
wadsrc_extra | ||
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.