T0 基线(HEAD=700f2ff 零逻辑改动): 冒烟 576/0 三闸过; ui_input_probe 十三断言/ui_probe/fx_probe PASS; doc三闸基线 lint 8=8·term 215+1·死链 3(并行会话 plans 引用)·熵增闸 1(并行U2 qa图); MC N=200/策略 种76000 both min 逐位入档 sim-data/runsum_m3iter6_t0head_20260929.jsonl 重锚依据: 计划书§11 原锚 runsum_m3iter5_c3locked=09dd580(T3判读锁)时点快照,其后 8ffc555(T4敌方AC投值)+3f73e16(T5节点图模板+node_map扩签)改变RNG消费与命中面——零改动复现400/400漂移(level_templates 字段即铁证);T8 对拍锚=本文件,要求逐位一致 .gitignore 追加 game/assets/art/(素材不入git裁定维持,台账244);主区同名文件有并行在飞改动(archive/ 三行)只追加不覆写,合并时贴回
50 lines
1003 B
Plaintext
50 lines
1003 B
Plaintext
# === Godot 4 ===
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# 编辑器生成的缓存(imported 资源、shader cache、编辑器状态),可由 project.godot 重建
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.godot/
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# Godot 4 的 .uid 文件必须提交,不要忽略
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# 导入元数据
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*.import
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# 导出构建产物
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builds/
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exports/
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*.pck
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*.exe
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*.apk
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*.aab
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*.ipa
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*.dmg
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export_presets.cfg
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# === Python(tools/)===
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__pycache__/
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*.py[cod]
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*.egg-info/
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.pytest_cache/
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# === OS ===
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Thumbs.db
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.DS_Store
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# 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
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%SystemDrive%/
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# === Editor ===
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*.swp
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.vscode/
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.idea/
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# === Logs & temp ===
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*.log
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*.tmp
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.zcode/plans/
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# === 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)===
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artwork/**
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!artwork/**/*.md
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!artwork/**/
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# === 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)===
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game/assets/art/**
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!game/assets/art/**/*.md
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!game/assets/art/**/
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