mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
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Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
174 lines
3.2 KiB
Plaintext
174 lines
3.2 KiB
Plaintext
# === IDE and Editor ===
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.vs/
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.vscode/settings.json
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.idea/
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*.swp
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*.swo
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*~
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.DS_Store
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Thumbs.db
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Desktop.ini
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# === Claude Code Local ===
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.claude/settings.local.json
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CLAUDE.local.md
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project.local.yaml
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production/session-logs/
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# Ephemeral per-session checkpoint. directory-structure.md documents this as
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# gitignored; the rule was missing, so active.md would have been committed.
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production/session-state/
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.scratch/
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# Per-agent working memory written at runtime — not release material
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.claude/agent-memory/
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# === Local sandboxes and scratch work ===
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examples/
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sandbox/
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sandboxes/
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tests/sandboxes/
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qa-sandbox/
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# === Runtime Artifacts (auto-generated, start empty on fresh clone) ===
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# Created on first use by /consistency-check and /architecture-review
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docs/consistency-failures.md
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# === Build Output ===
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build/
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builds/
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bin/
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# ...but not an addon's own scripts: gdUnit4's test runner lives in
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# addons/gdUnit4/bin/, and without it neither /smoke-check nor CI can run tests.
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!addons/gdUnit4/bin/
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obj/
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out/
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dist/
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*.exe
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*.dll
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*.so
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*.dylib
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*.app
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# === Engine: Godot ===
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# Two subtleties, both of which produced a silently-wrong rule before this:
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# 1. A pattern with an internal `/` is anchored to THIS directory, so `.godot/*`
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# would only match a top-level `.godot` and miss `examples/<game>/.godot`.
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# `**/` makes it match at any depth.
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# 2. Git cannot re-include a file whose PARENT DIRECTORY is excluded, so
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# `**/.godot/` plus a `!` negation is inert. Exclude the CONTENTS instead.
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**/.godot/*
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# ...except the script class registry. `class_name` declarations resolve from this
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# one file, so on a FRESH CLONE every script referencing a class_name fails to
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# parse — while `godot --headless --path . --quit` still exits 0, so no CI check
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# catches it. Fresh clones hit this trap reliably.
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# Keep this un-ignore, or run `godot --headless --import` once after cloning.
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!**/.godot/global_script_class_cache.cfg
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*.translation
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export_presets.cfg
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# Uncomment if using Godot:
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# *.import
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# === Engine: Unity ===
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[Ll]ibrary/
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[Tt]emp/
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[Oo]bj/
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[Bb]uild/
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[Bb]uilds/
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[Ll]ogs/
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[Uu]ser[Ss]ettings/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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crashlytics-buildid.txt
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sysinfo.txt
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# Uncomment if using Unity:
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# [Aa]ssets/[Aa]sset[Ss]tore[Tt]ools/
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# === Engine: Unreal ===
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Binaries/
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DerivedDataCache/
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Intermediate/
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Saved/
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*.VC.opendb
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*.opensdf
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*.sdf
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*.cachefile
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*.VC.db
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# Uncomment if using Unreal:
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# *.uasset
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# *.umap
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# === Compiled Shaders ===
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*.spv
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*.cso
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*.dxbc
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# === Temporary and Cache ===
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*.tmp
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*.temp
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*.cache
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*.log
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__pycache__/
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*.pyc
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node_modules/
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.npm/
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# === Archives ===
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*.zip
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*.tar.gz
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*.rar
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*.7z
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# === Secrets and Environment ===
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.env
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.env.local
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.env.*.local
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*.pem
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*.key
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credentials.json
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secrets.json
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# === Large Binary Assets (use Git LFS instead) ===
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# Uncomment and configure with Git LFS for your project:
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# *.png
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# *.jpg
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# *.jpeg
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# *.wav
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# *.mp3
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# *.ogg
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# *.fbx
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# *.blend
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# *.psd
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# *.tga
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# *.exr
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# *.hdr
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# === OS Generated ===
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ehthumbs.db
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ehthumbs_vista.db
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[Dd]esktop.ini
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$RECYCLE.BIN/
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*.cab
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*.msi
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*.msix
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*.msm
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*.msp
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*.lnk
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# === Test Output ===
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# gdUnit4 writes reports/ and Unity's -testResults writes test-results/, both at
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# the project root. Anchored so a reports/ folder elsewhere stays tracked.
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/reports/
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/test-results/
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