Experimental fork that tries out daring and cutting edge features. Forked from here - https://github.com/zdoom/gzdoom
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2020-06-20 16:53:30 +03:00
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docs - changed license of portal.cpp to GPLv3 2019-08-21 21:31:12 +02:00
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libraries Merge remote-tracking branch 'remotes/origin/zmusic_dll' 2020-02-15 10:22:45 +01:00
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specs Add handling for drawfullheight flag 2020-01-11 13:24:02 +01:00
src - added mixin support to AST output 2020-06-20 16:53:30 +03:00
tools - Change updaterevision to a CMake script 2020-02-02 11:43:36 +01:00
unused - create an intermediate structure between sectors and subsectors. 2018-11-04 20:10:51 +01:00
wadsrc - fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists. 2020-06-16 01:11:08 +02:00
wadsrc_bm - changed the filter name for Doom IWADs 2019-04-10 00:15:16 +02:00
wadsrc_extra
wadsrc_lights
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.gitignore Revert "AsmJit update" 2019-10-07 20:34:55 +02:00
CMakeLists.txt - moved Vulkan and Softpoly backends to 'common'. 2020-04-29 22:17:35 +02:00
LICENSE
README.md - replaced continuous integration badges in readme 2020-04-11 20:51:53 +03:00

Welcome to GZDoom!

Build Status

GZDoom is a modder-friendly OpenGL and Vulkan source port based on the DOOM engine

Copyright (c) 1998-2019 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.