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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/
# Worktrees from the prototyper, isolated subagents and `claude --worktree`.
# Each is a separate checkout; staging everything would add it as an embedded
# repository.
.claude/worktrees/
# === 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/