Experimental fork that tries out daring and cutting edge features. Forked from here - https://github.com/zdoom/gzdoom
Find a file
Magnus Norddahl aede0633bc - fix bug where SSE wasn't actually really used at all
- improve precision of the SSE version of WriteW
- use SSE to calculate the texture wrapping
2019-12-06 18:51:41 +01:00
cmake
docs - changed license of portal.cpp to GPLv3 2019-08-21 21:31:12 +02:00
fm_banks
libraries - apply the ZMusic mutex a bit more finely grained. 2019-10-20 16:16:40 +02:00
soundfont
specs
src - fix bug where SSE wasn't actually really used at all 2019-12-06 18:51:41 +01:00
tools - some reformatting on exit code, mainly to make searching for the content easier. 2019-10-01 19:06:28 +02:00
unused
wadsrc - move backend selector from display menu to video mode menu 2019-12-06 12:36:16 -05:00
wadsrc_bm
wadsrc_extra - language update 2019-12-03 13:07:14 -05:00
wadsrc_lights - fixed typos in Doom lights definitions 2019-12-01 11:37:40 +02:00
.appveyor.yml - added Debug x64 target to AppVeyor configuration 2019-06-21 22:21:30 +03:00
.gitattributes
.gitignore Revert "AsmJit update" 2019-10-07 20:34:55 +02:00
.travis.yml - use Xcode 11.2 in Travis config 2019-10-13 14:27:58 +03:00
CMakeLists.txt - implemented str(n)icmp function definitions via CMake macro 2019-10-05 14:47:36 +03:00
LICENSE
README.md Update GZDoom copyright year in README.md 2019-08-27 20:48:09 -04:00

Welcome to GZDoom!

Build Status Build Status

GZDoom is a modder-friendly OpenGL 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.