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Claude-Code-Game-Studios/.gitignore
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DonchitosandClaude Opus 5.5 b21fa0f7f2 Release 1.1.2 — the default path works end to end
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
2026-09-29 21:32:19 +10:00

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# === 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/
# ...but not an addon's own scripts: gdUnit4's test runner lives in
# addons/gdUnit4/bin/, and without it neither /smoke-check nor CI can run tests.
!addons/gdUnit4/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/<game>/.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
# === Test Output ===
# gdUnit4 writes reports/ and Unity's -testResults writes test-results/, both at
# the project root. Anchored so a reports/ folder elsewhere stays tracked.
/reports/
/test-results/