# Rust build artifacts /target/ **/target/ /dist/ # Extracted game assets — never commit these assets/ *.iso *.xiso # IDE / OS .idea/ .vscode/ *.swp .DS_Store Thumbs.db # Local dev overrides .env # The static-analysis database `tools/zq.py` reads by default. A build artefact # of several hundred MB (`sylph-xexdb dis ... --db sylpheed.db`), and zq.py # now tells people to put it exactly here -- so it must never be committable. # One `git add -A` would otherwise put it in public history for good. /sylpheed.db /sylpheed.db.wal # Trunk build output dist/ __pycache__/ # ── The port ──────────────────────────────────────────────────────────────── # Generated from the user's own disc. This repo stays clean-room: code, schemas, # authored mappings and documentation only -- never game content. # # BOTH names are ignored on purpose. `export/` is what the exporter writes and # what `ExportTree.locate()` reads today; `data/base/` is the name MODDING.md # gives that same tree. Only one of them existed here, and it was the one # nothing writes -- so the live output directory was tracked while MISSION §4 # said it was ignored. Ignoring both means renaming the tree to match the docs # cannot silently start committing the disc. /export/ /data/base/ # # ⚠️ Enumerating names is what FAILED. The two rules above were written -- # carefully, with the comment above -- while 850 files and 299 MB of extracted # sprites, audio and transcoded video sat committed under `export-probe/` and # `export-probe2/`, a third name nobody had thought to list. So ignore the # SHAPE, not the instances: any top-level directory whose name starts `export`, # and game media anywhere it lands. /export*/ *.ogv *.ogg *.wav *.xpr *.pak # Loose capture output at the repo root -- 246 MB of it arrived this way. /*.tsv /*.log # Transient inter-agent files. Deliberately outside history: they are working # artefacts with provenance in their manifest, not results. /exchange/ !/exchange/.gitkeep .godot/ port/.godot/ # A mod is usually an EDITED GAME ASSET, and this repository never holds game # assets. `data/mods/` is the user's own directory -- the exporter never touches # it and neither does git, except for the README that explains the rule. /data/mods/* !/data/mods/README.md !/data/mods/.gitkeep