# Python __pycache__/ *.py[cod] *.pyo *.pyd *.pycache *.pytest_cache *.mypy_cache *.coverage coverage.xml htmlcov/ dist/ build/ eggs/ *.egg-info/ .tox/ .nox/ *.venv/ venv/ ENV/ env/ env.bak/ venv.bak/ # Godot 4 .godot/ *.import .android/ # export_presets.cfg is committed so builds are reproducible # OS .DS_Store Thumbs.db # Editor *.tmp *.new # Logs and temp *.log user:// # CI runner workflow logs (written into the checkout by the Gitea runner) .gitea/logs/ build/ .env # AI / asset-development outputs (regenerated by the tools; not shipped in the game) assets/models/concepts/ assets/models/npc/*.blend1 assets/textures/npc/ai/ assets/textures/ai/* !assets/textures/ai/game_ready/ # Godot extracts embedded glTF textures next to the source on import assets/models/generated/npc_base_*_albedo.png assets/models/generated/npc_base_*_normal.png # Local AppImage extraction squashfs-root/ # Blender asset library: per-asset Cycles renders are local review output (the # committed review artefacts are docs/blender_previews/sheet_*.jpg), and Godot # extracts the GLB-embedded textures next to the models on import. docs/blender_previews/*.png assets/models/blender/**/*.png !assets/models/blender/**/*_ao.png assets/models/blender_src/*.blend1 # Editable Blender sources are developer-only; keep the .gdignore marker tracked. assets/models/blender_src/*.blend # Realism pass (tools/scene_concepts.py): candidate pools, per-run captures and # generated reports stay local; validated picks are tracked under # game_ready/v2/picks/ (ADR-0014). Concept references are committed in # docs/screens/concepts/, but generated QA lives outside the repository. assets/textures/ai/game_ready/v2/* !assets/textures/ai/game_ready/v2/picks/ docs/screens/realism/