Experimental fork that tries out daring and cutting edge features. Forked from here - https://github.com/zdoom/gzdoom
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2018-12-28 09:17:10 +01:00
asmjit - implement xor swap for vec registers 2018-12-07 19:30:00 +01:00
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 Expand UDMF and ZScript API for side's own additive colors 2018-12-26 16:58:27 +01:00
src - split maploader.cpp so that the parts that are not setting up the actual map data go back to p_setup.cpp. 2018-12-28 09:17:10 +01:00
tools
unused - create an intermediate structure between sectors and subsectors. 2018-11-04 20:10:51 +01:00
wadsrc Expand UDMF and ZScript API for side's own additive colors 2018-12-26 16:58:27 +01:00
wadsrc_bm
wadsrc_extra
wadsrc_lights
zlib
.appveyor.yml
.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.