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