# === IDE and Editor === .vs/ .vscode/settings.json .idea/ *.swp *.swo *~ .DS_Store Thumbs.db Desktop.ini # === Claude Code Local === .claude/settings.local.json CLAUDE.local.md project.local.yaml production/session-logs/ # Ephemeral per-session checkpoint. directory-structure.md documents this as # gitignored; the rule was missing, so active.md would have been committed. production/session-state/ .scratch/ # Per-agent working memory written at runtime — not release material .claude/agent-memory/ # === Local sandboxes and scratch work === examples/ sandbox/ sandboxes/ tests/sandboxes/ qa-sandbox/ # === Runtime Artifacts (auto-generated, start empty on fresh clone) === # Created on first use by /consistency-check and /architecture-review docs/consistency-failures.md # === Build Output === build/ builds/ bin/ obj/ out/ dist/ *.exe *.dll *.so *.dylib *.app # === Engine: Godot === # Two subtleties, both of which produced a silently-wrong rule before this: # 1. A pattern with an internal `/` is anchored to THIS directory, so `.godot/*` # would only match a top-level `.godot` and miss `examples//.godot`. # `**/` makes it match at any depth. # 2. Git cannot re-include a file whose PARENT DIRECTORY is excluded, so # `**/.godot/` plus a `!` negation is inert. Exclude the CONTENTS instead. **/.godot/* # ...except the script class registry. `class_name` declarations resolve from this # one file, so on a FRESH CLONE every script referencing a class_name fails to # parse — while `godot --headless --path . --quit` still exits 0, so no CI check # catches it. Fresh clones hit this trap reliably. # Keep this un-ignore, or run `godot --headless --import` once after cloning. !**/.godot/global_script_class_cache.cfg *.translation export_presets.cfg # Uncomment if using Godot: # *.import # === Engine: Unity === [Ll]ibrary/ [Tt]emp/ [Oo]bj/ [Bb]uild/ [Bb]uilds/ [Ll]ogs/ [Uu]ser[Ss]ettings/ *.csproj *.unityproj *.sln *.suo *.tmp *.user *.userprefs *.pidb *.booproj *.svd *.pdb *.mdb *.opendb *.VC.db crashlytics-buildid.txt sysinfo.txt # Uncomment if using Unity: # [Aa]ssets/[Aa]sset[Ss]tore[Tt]ools/ # === Engine: Unreal === Binaries/ DerivedDataCache/ Intermediate/ Saved/ *.VC.opendb *.opensdf *.sdf *.cachefile *.VC.db # Uncomment if using Unreal: # *.uasset # *.umap # === Compiled Shaders === *.spv *.cso *.dxbc # === Temporary and Cache === *.tmp *.temp *.cache *.log __pycache__/ *.pyc node_modules/ .npm/ # === Archives === *.zip *.tar.gz *.rar *.7z # === Secrets and Environment === .env .env.local .env.*.local *.pem *.key credentials.json secrets.json # === Large Binary Assets (use Git LFS instead) === # Uncomment and configure with Git LFS for your project: # *.png # *.jpg # *.jpeg # *.wav # *.mp3 # *.ogg # *.fbx # *.blend # *.psd # *.tga # *.exr # *.hdr # === OS Generated === ehthumbs.db ehthumbs_vista.db [Dd]esktop.ini $RECYCLE.BIN/ *.cab *.msi *.msix *.msm *.msp *.lnk