# ---------------------------------------------------------------------------
# IslaApocalypse — Godot 4 / C# .gitignore
#
# Rule of thumb: commit SOURCE (what you wrote), ignore GENERATED (what a tool
# can rebuild). Everything below is rebuilt automatically by Godot or the C#
# compiler, so keeping it out of git keeps the repo small and avoids conflicts.
# ---------------------------------------------------------------------------

# Godot's editor cache: imported textures, shader cache, the generated C# glue.
# Regenerated on first open. This is the big one (~9 MB here, and it grows).
.godot/
.import/

# C# / .NET build output. Rebuilt by any build.
bin/
obj/
*.dll
*.pdb
*.exe
*.so
*.dylib
*.nupkg

# Old Mono-era folder, kept out in case an older tool recreates it.
.mono/

# Per-developer IDE/editor settings — not project settings, so not shared.
*.user
*.userprefs
.vs/
.vscode/
.idea/

# Exported game builds — artifacts of a release, not source.
/build/
/builds/
/export/
/exports/
*.pck
*.zip

# Crash dumps.
mono_crash.*.json
logs/

# OS clutter.
.DS_Store
Thumbs.db

# ---------------------------------------------------------------------------
# Deliberately NOT ignored (these are source and MUST be committed):
#   *.cs  *.tscn  project.godot  *.csproj  *.sln  ServerConfig.json
#   icon.svg + icon.svg.import   READMEs   Data/ and Resources/ contents
#
# Note on generated world data: the map blueprint (MapData_Seed_*.dat, ~512 MB)
# and its PNG are written to Godot's `user://` folder, which lives OUTSIDE this
# project directory — so they can never be committed by accident. Nothing to do.
# ---------------------------------------------------------------------------
