Experimental fork that tries out daring and cutting edge features. Forked from here - https://github.com/zdoom/gzdoom
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2018-12-07 00:04:39 +01:00
asmjit
bzip2
cmake
docs
dumb
fm_banks
game-music-emu - prevented GME compilation warning spam with Clang 2018-11-01 13:34:47 +02:00
gdtoa
jpeg
lzma
soundfont
specs Fix swapped horizontal/vertical scale 2018-11-12 23:09:59 +01:00
src - moved the span and swtruecolor creation code into FSoftwareTexture. 2018-12-07 00:04:39 +01:00
tools
unused - create an intermediate structure between sectors and subsectors. 2018-11-04 20:10:51 +01:00
wadsrc - moved the software rendering specific parts of the sky setup to r_skyplane.cpp. 2018-12-06 20:52:03 +01:00
wadsrc_bm
wadsrc_extra
wadsrc_lights
zlib
.appveyor.yml Changed AppVeyor configuration to create the 64 bit debug build with VS 2017 and no XP toolset 2018-10-15 09:07:59 +02:00
.gitattributes
.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 Merge remote-tracking branch 'origin/master' into asmjit 2018-11-01 21:23:26 +01:00
LICENSE
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.