islaApocalypse-v2/.gitignore
beezm 9107b0822b Phase 0: clean project skeleton for the v2 rewrite
Stands up the CODE_REPO the rewrite is written into (D-049, D-058). Godot 4.7.2 /
.NET 8 / Godot.NET.Sdk 4.7.2. Nothing is generated, meshed, or ported — this is the
shell and the two data contracts.

Four layers, each with its boundary stated in a directory README:
  Core/    math + data only, and engine-free — depends on nothing above it
  Server/  authoritative logic                (empty this phase)
  Client/  rendering                          (empty this phase)
  Tools/   the offline generator — may NOT reference Client   (Phase 1 fills it)

Contracts (compiling stubs, no algorithms):
  - Column model (D-053): a 2D grid of columns, each a stack of (material, thickness)
    runs, any material at any depth. Air is the TOP RUN — there is no air-vs-solid
    height branch, and no surface-height accessor exists to reintroduce one. Water is
    not a band; it stays an overlay.
  - Material schemas (D-054): terrain and building as two append-only registries,
    bridged by a recipe seam that is deliberately EMPTY. Identity is a registry key,
    never a serialized ordinal. Mesh style is per-ORIGIN and is not a material field.

Rails, so Phase 1 inherits them rather than rediscovering them:
  - GenerationScale: MapSize is a parameter, everything derives from it, nothing uses
    a raw pixel number. Tightening over the reference — decorrelation offsets are
    declared in map widths, not pixels (chat1/00 §4.2).
  - ToolingPaths: config/blueprint/output paths all env-overridable, resolved in one
    place, so a batch cannot touch the developer's live files.
  - FileSafety: the permanent no-deletion rules as throws rather than sentences.

user:// isolation: project name and use_custom_user_dir both pin the runtime dir to
~/.local/share/islaApocalypse-v2/, away from the old prototype's preserved seeds and
batches. Tools/Scenes/UserDirProbe.tscn confirms it rather than assuming it.
2026-08-19 20:21:12 -04:00

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# ---- Godot 4.x ------------------------------------------------------------
# The import/script cache. Regenerated on import; never committed.
.godot/
# Exported builds.
/build/
/export/
*.translation
# ---- .NET / C# ------------------------------------------------------------
bin/
obj/
.mono/
*.user
*.userprefs
*.suo
*.swp
[Dd]ebug/
[Rr]elease/
msbuild.binlog
# ---- OS / editor ----------------------------------------------------------
.DS_Store
Thumbs.db
.idea/
.vs/
.vscode/
# ---- ⚠ NEVER COMMIT GENERATED WORLD DATA ---------------------------------
# Blueprints, batches and snapshots are OUTPUT — large, regenerable, and they live under the
# project's user:// directory, not here. If any of these ever appear inside the repo, something
# resolved a path wrong; fix the path, do not commit the file.
# → Core/Scripts/ToolingPaths.cs, Tools/README.md
*.blueprint
batches/*/
!batches/README.md
# Godot's C# project editor rewrites the .csproj on import and leaves a backup beside it.
# An artifact of the editor, not a source file. (Not deleted — file-safety rule: no deletions.)
*.csproj.old