GZDoom adds an OpenGL renderer to the ZDoom source port.
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dumb Normalize line endings Mar 1, 2016
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lzma - updated LZMA library to version 18.05 May 4, 2018
soundfont - added a small default sound font that needs to be installed with th… May 13, 2017
specs - added new linedef properties to UDMF spec May 20, 2018
src Preserve line locknumber in savegames. Oct 16, 2018
tools - fixed a warning caused by the LZMA-SDK update. Jan 21, 2018
unused - moved the "unused" folder to the repo's top level. Apr 23, 2018
wadsrc - fix distance attenuation for PBR materials Oct 17, 2018
wadsrc_bm - do the same for brightmaps, Doom's original ones also don't really … Jan 1, 2017
wadsrc_extra - new rocket smoke sprites by Talon1024. Jan 28, 2018
wadsrc_lights - removed dynamic lights from Hexen's Mana pickups. Oct 6, 2018
zlib Updated zlib to 1.2.11 Apr 3, 2018
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.gitignore - specify fragment output locations in the shader source. Jun 12, 2018
.travis.yml - use Xcode 10 for Travis builds Oct 7, 2018
CMakeLists.txt - disable runtime buffer security check in release build. Aug 14, 2018
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README.md - There really isn't an "or greater" for the GPL v3 license - if the … Jun 2, 2018

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.