Experimental fork that tries out daring and cutting edge features. Forked from here - https://github.com/zdoom/gzdoom
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Christoph Oelckers dbb1819238 - fixed setup for translated textures in Vulkan.
It was passing the wrong IDs to high level code.
2020-05-25 21:17:28 +02:00
.github/workflows - extend continuous integration workflow 2020-04-12 11:51:23 +03:00
bin/windows/zmusic
cmake
docs
fm_banks
libraries Merge remote-tracking branch 'remotes/origin/zmusic_dll' 2020-02-15 10:22:45 +01:00
soundfont
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src - fixed setup for translated textures in Vulkan. 2020-05-25 21:17:28 +02:00
tools
unused
wadsrc - fixed use of Powerup.Strength in PowerInvisibility. 2020-05-25 16:43:01 +02:00
wadsrc_bm
wadsrc_extra Revised Serbian characters Ћ/Ђ 2020-05-06 14:50:35 +02:00
wadsrc_lights - fixed bad Heretic light definitions. 2020-05-25 16:32:27 +02:00
.gitattributes
.gitignore
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.