Files
security-game/.gitignore
T
zwitschi 79270795a8 Finish the image-root task and untrack Blender sources
- ignore assets/models/blender_src/*.blend (keep the .gdignore marker tracked) and
  remove the 46 editable .blend files from the index; they remain on disk and are
  regenerated by tools/blender_assets.py
- move the completed storage/docs/code-path/art-loader/verification, mouse-fix,
  and pop-up sections to DONE.md; TODO now holds only the open lighting item,
  realism follow-ups, and optional ideas
- docs changes only; runtime code unchanged
2026-11-01 16:49:43 +01:00

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# 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