# Mayo VR Lab 0.4.0 DOOM engine: https://github.com/mrdoob/three-doom Pinned upstream commit: 445dbf41f2fcf032c6dfce2a630851e00b9c6634 Upstream license: GPL v2. Original game: id Software. Port: mrdoob, with Claude and Codex. Original shareware doom1.wad is included unchanged from upstream; game data is not covered by the code GPL. Full commercial game data is not included. Mayo VR adaptation, October 10–11, 2026, MayoFlux: GPL v2. Changes to upstream: - i_video.js: renderer initialization and immersive-render bridge hooks; native pointer input gating. - d_loop.js: Three.js-owned desktop/WebXR animation scheduling. - d_main.js: input and completed-frame hooks, ordered multiplayer tick scheduling, melt/capture disabled in the VR adapter; classic weapon/status overlays retained in VR. - d_keyboard.js: suppress automatic pointer lock; native input gating; E opens doors. - i_sound.js: expose user-gesture audio resumption. - r_shader.js: world-upright cylindrical sprite billboards, including scaled XR rigs. - r_things.js: exclude the current first-person actor's own world sprite. - g_game.js: configure multiplayer slots and game settings after new-game initialization. - p_map.js, p_pspr.js, p_mobj.js: head-pitch hitscan/melee/projectiles, eye-height shot origins, and deterministic floor/ceiling shot clipping. - App clients and relay: skill selection, four-player co-op, three-letter invitation/admission, optional push-to-talk voice, phone alignment and WebXR support. - All other engine source and game data preserved. Three.js 0.184.0 (MIT): https://github.com/mrdoob/three.js ws 8.22.0 (MIT): https://github.com/websockets/ws qrcode 1.5.4 (MIT): https://github.com/soldair/node-qrcode Exact transitive versions are in package-lock.json. License texts ship with installed packages. The source download contains the complete adapted engine, client, relay server, dependency lockfile and operating instructions. Run npm ci --ignore-scripts, then npm start. No build tool is required. Default local URL is http://localhost:4234. Set PUBLIC_ORIGIN to the exact HTTPS origin for deployment. Quake engine: https://github.com/Triang3l/WebQuake Pinned upstream commit: 917617ffdfe42fa9dca41bf1762f16a2e71f2d7b GPL v2 (upstream GNU.md included in public/quake). Original game: id Software. WebGL port: Triang3l and contributors. Quake adaptation, October 11, 2026, MayoFlux: GPL v2. The browser engine and shader source are included in public/quake/WebQuake and play.html. Changes: - adapter.js and files.js: validated private PAK loading, paired controls, phone stereo/lens fit, WebXR stereo/head pose, mirrored preview, native head aiming, classic weapon/HUD, skill choice, pause/restart. - S.js: blob-backed WAV media and rejected autoplay promise handling. - R.js: world-upright billboard sprites. No Quake PAK, music, commercial assets, or shareware archive is distributed by this site or source archive. Users choose their original PAK files on their PC. The relay holds metadata and bounded chunks transiently; it never writes game data to disk. Quake integration is currently single-player. The library's other requested games are availability/setup references, not bundled or playable adaptations.