islaApocalypse/.gitignore
beezm 7f0f43b5fb baseline: working salvaged prototype on Godot 4.7.1 (pre-F1)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 01:45:41 -04:00

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