# --------------------------------------------------------------------------- # 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. # ---------------------------------------------------------------------------