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Christoph Oelckers f6568fee0c - rewrote SW portal setup to use static data instead of ad-hoc setup.
This was by far the messiest game, there's two reasons for this.
First, the portal links do not need to be in an actual portal sector, so they cannot be used to detect portal sectors.
Second, the game moves portals in place, so all offsets are (0,0,0) so that not even these can be used for detection.

The only working method is the super-complicated original way to look up portals at run time, just being done at map start.
Having static portal links should reduce the render glitches quite significantly because the renderer knows now which sectors belong to a portal and can use this information to ensure proper processing.
2021-03-25 21:21:48 +01:00
.github/workflows - update continuous integration settings 2021-02-03 10:05:19 +02:00
bin/windows/zmusic - syncing these files over from GZDoom 2020-12-12 09:20:02 -05:00
build-doc - moved documentation out of the Source folder and added surface shader sources. 2019-10-05 13:17:26 +02:00
cmake - syncing these files over from GZDoom 2020-12-12 09:20:02 -05:00
libraries - updated CMake project files. 2021-03-14 16:44:58 +01:00
package/common Update gamecontrollerdb.txt 2019-12-08 07:53:13 +01:00
platform/Windows - deleted unused application bundle files 2020-01-26 16:36:52 +02:00
soundfont - added default soundfont 2020-02-07 22:36:37 +02:00
source - rewrote SW portal setup to use static data instead of ad-hoc setup. 2021-03-25 21:21:48 +01:00
tools - updated CMake project files. 2021-03-14 16:44:58 +01:00
wadsrc - uncommented the portal code in hw_walls.cpp. 2021-03-21 19:36:55 +01:00
.gitattributes - transitioned project to CMake and deleted most of the old build system. 2019-09-22 23:15:46 +02:00
.gitignore - fixed compile errors 2020-10-21 16:31:17 +02:00
AUTHORS.md Write my full name in AUTHORS.md 2020-09-16 20:54:43 +02:00
CMakeLists.txt - fixed detection of Apple's Clang 2020-12-28 13:45:40 +02:00
README.md - credits updated to the current state of things. 2020-09-08 18:36:47 +02:00

README.md

Welcome to Raze!

Build Status

Raze is a fork of Build engine games backed by GZDoom tech and combines Duke Nukem 3D, Blood, Redneck Rampage, Shadow Warrior and Exhumed/Powerslave in a single package. It is also capable of playing Nam and WW2 GI.

The game modules are based on the following sources:

  • Duke Nukem: JFDuke, EDuke 2.0, World Tour extensions from DukeGDX and some minor fixes from EDuke32.
  • Redneck Rampage: Nuke.YKT's reconstructed source available in the Rednukem Git repo.
  • Blood: NBlood.
  • Shadow Warrior: SWP and VoidSW.
  • Exhumed/Powerslave: PCExhumed, with some enhancements inspired by PowerslaveGDX.

ZDoom, GZDoom Copyright (c) 1998-2020 ZDoom + GZDoom teams, and contributors

Doom Source (c) 1997 id Software, Raven Software, and contributors

EDuke32 and VoidSW Source (c) 2005-2020 EDuke32 teams, and contributors

NBlood source (c) 2019-2020 Nuke.YKT

PCExhumed source (c) 2019-2020 sirlemonhead, Nuke.YKT

BuildGDX (c) 2020

Duke Nukem 3D Source (c) 1996-2003 3D Realms

Shadow Warrior Source (c) 1997-2005 3D Realms

"Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman Ken Silverman's official web site: http://www.advsys.net/ken See the included license file "BUILDLIC.TXT" for license info.

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.

Non-Build code is licensed under the GPL v2

https://www.gnu.org/licenses/old-licenses/gpl-2.0.html

How to build Raze

To build Raze, please see the wiki and see the "Programmer's Corner" on the bottom-right corner of the page to build for your platform - use this repository instead of GZDoom's.