# === Godot 4 === # 编辑器生成的缓存(imported 资源、shader cache、编辑器状态),可由 project.godot 重建 .godot/ # Godot 4 的 .uid 文件必须提交,不要忽略 # 导入元数据 *.import # 导出构建产物 builds/ exports/ *.pck *.exe *.apk *.aab *.ipa *.dmg export_presets.cfg # === Python(tools/)=== __pycache__/ *.py[cod] *.egg-info/ .pytest_cache/ # === OS === Thumbs.db .DS_Store # Windows shell 缓存误写:某进程环境变量未展开,把 C:\ProgramData 缓存库写进仓库根 %SystemDrive%/ # === Editor === *.swp .vscode/ .idea/ # === Logs & temp === *.log *.tmp .zcode/plans/ # === 归档压缩包(2026-09-26 批目录归档产物,本地留存不入库)=== archive/ # === 在途图像素材(2026-09-27 目录三层重构:artwork/=唯一图像工作区,图不入库;文本指引仍入库留痕)=== artwork/** !artwork/**/*.md !artwork/**/ # === 游戏包美术素材(2026-09-29 裁定维持:素材不入 git,运行时资源本地生成不入库)=== game/assets/art/** !game/assets/art/**/*.md !game/assets/art/**/