Experimental fork that tries out daring and cutting edge features. Forked from here - https://github.com/zdoom/gzdoom
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Christoph Oelckers b605ae5213 - reactivated the formatting for the secret hints.
This had to be temporarily disabled for the font switch and wasn't undone afterward.
2019-03-10 23:29:33 +01:00
asmjit
bzip2
cmake
docs
dumb
fm_banks
game-music-emu
gdtoa
jpeg
lzma - updated LZMA to version 18.06 2019-01-23 21:50:10 +01:00
soundfont
specs Squashed commit of the following: 2019-02-16 17:25:23 +01:00
src - reactivated the formatting for the secret hints. 2019-03-10 23:29:33 +01:00
tools
unused
wadsrc - use a higher resolution console font with better Unicode support. 2019-03-10 17:54:03 +01:00
wadsrc_bm
wadsrc_extra Font overhaul 2019-03-10 12:00:14 +01:00
wadsrc_lights
zlib
.appveyor.yml - set MSBuild to utilise all CPUs in AppVeyor builds 2019-02-08 16:40:04 +02:00
.gitattributes
.gitignore - cleaned up .gitignore. 2019-02-10 14:12:06 +01:00
.travis.yml - updated Travis CI configuration 2019-02-08 16:37:09 +02:00
CMakeLists.txt - removed the XP warning from the CMake project. 2019-02-23 13:07:43 +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.