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https://github.com/ZDoom/qzdoom.git
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Experimental fork that tries out daring and cutting edge features. Forked from here - https://github.com/zdoom/gzdoom
3acd9c8116
This was by far the largest block of native virtuals, and they were only native to be able to allow checking if the event was implemented for the current handler. This can easily be done by looking at the byte code, just like VMCall also does but in turn it removes more than half of the existing native virtuals from the interface. |
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asmjit | ||
bzip2 | ||
cmake | ||
docs | ||
dumb | ||
fm_banks | ||
game-music-emu | ||
gdtoa | ||
jpeg | ||
lzma | ||
soundfont | ||
specs | ||
src | ||
tools | ||
unused | ||
wadsrc | ||
wadsrc_bm | ||
wadsrc_extra | ||
wadsrc_lights | ||
zlib | ||
.appveyor.yml | ||
.gitattributes | ||
.gitignore | ||
.travis.yml | ||
CMakeLists.txt | ||
LICENSE | ||
README.md |
Welcome to GZDoom!
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.