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# === 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/
.zcode/
.zcodeignore
# Godot 4 的 .uid 文件必须提交,不要忽略
# 导入元数据
*.import
# 代码面 worktree 的 Godot user 目录隔离件(tools/setup_worktree_userdir.sh 生成;主区不生成)
game/override.cfg
# 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/
# === 非本项目批次产物(2026-10-02 用户裁:入 .gitignore,本地保留不入库)===
.qoder/
.workbuddy/
# === 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(2026-10-02 用户裁:artwork/ 整目录不入库,取消 md 例外——此前文本指引入库留痕的口子关闭)===
artwork/
# === 游戏包美术素材(2026-11-03 用户裁:素材回 git,推翻 2026-09-29 不入库裁定——
# 仓库自包含原则:远端 CI 与任何新克隆必须拉到完整可跑素材)===
!game/assets/art/**/*.import
# === 模拟数据缓存层(2026-10-03 用户裁:sim-data/ 数据件不入库——最新 MC 锚常驻留盘作分析缓存,无数值调整不重跑;同日二裁:README+分析工具三件留库,其余留盘)===
sim-data/*
!sim-data/README.md
!sim-data/analyze.py
!sim-data/growth_model.py