- playnote.md:并行会话(playnote 提案,09-30 台账 288 流程)重写定稿入库;旧稿「不能开已标记 格子」失实描述随重写移除(用户裁决 2:已标记格子久已可开——无奖励无惩罚,全仓 grep 零残留) - main.gd:编辑器 tab 规范化采纳入库(用户裁决 1——格式化产物落库终结反复噪声,语义零变化) - .gitignore:archive/ 忽略行入库(09-26 批目录归档纪律配套) - active.md 合并版 F:主区并行会话补记账 285-296 全量保留+重复条目按 HEAD 仲裁去重 (217/218/222/262/280/281/282 第二份=写回竞态重打稿删除)+本批快照行+台账条目重编号 296→297(避撞主区已有 296=9A 落籍批)+合并注记 - project.godot 引擎重写噪声第三次还原(案甲 keep 行保住;已知 Godot 会吃行内注记,值=默认无损)
53 lines
1.1 KiB
Plaintext
53 lines
1.1 KiB
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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# === 归档压缩包(2026-09-26 批目录归档产物,本地留存不入库)===
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archive/
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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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