baseline: working salvaged prototype on Godot 4.7.1 (pre-F1)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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# ---------------------------------------------------------------------------
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# IslaApocalypse — Godot 4 / C# .gitignore
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#
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# Rule of thumb: commit SOURCE (what you wrote), ignore GENERATED (what a tool
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# can rebuild). Everything below is rebuilt automatically by Godot or the C#
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# compiler, so keeping it out of git keeps the repo small and avoids conflicts.
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# ---------------------------------------------------------------------------
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# Godot's editor cache: imported textures, shader cache, the generated C# glue.
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# Regenerated on first open. This is the big one (~9 MB here, and it grows).
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.godot/
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.import/
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# C# / .NET build output. Rebuilt by any build.
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bin/
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obj/
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*.dll
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*.pdb
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*.exe
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*.so
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*.dylib
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*.nupkg
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# Old Mono-era folder, kept out in case an older tool recreates it.
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.mono/
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# Per-developer IDE/editor settings — not project settings, so not shared.
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*.user
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*.userprefs
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.vs/
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.vscode/
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.idea/
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# Exported game builds — artifacts of a release, not source.
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/build/
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/builds/
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/export/
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/exports/
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*.pck
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*.zip
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# Crash dumps.
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mono_crash.*.json
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logs/
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# OS clutter.
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.DS_Store
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Thumbs.db
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# ---------------------------------------------------------------------------
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# Deliberately NOT ignored (these are source and MUST be committed):
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# *.cs *.tscn project.godot *.csproj *.sln ServerConfig.json
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# icon.svg + icon.svg.import READMEs Data/ and Resources/ contents
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#
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# Note on generated world data: the map blueprint (MapData_Seed_*.dat, ~512 MB)
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# and its PNG are written to Godot's `user://` folder, which lives OUTSIDE this
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# project directory — so they can never be committed by accident. Nothing to do.
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# ---------------------------------------------------------------------------
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