# --- Original game: never committed ---------------------------------------
# The player's own extracted GoldenEye 007 package (default.xex + files\)
# goes in game/ for code generation and local runs. Never committed.
/game/
/assets/
*.xex
# Xbox 360 package files (named by their 40-character content hash) and dumps.
/[0-9A-F][0-9A-F][0-9A-F][0-9A-F][0-9A-F][0-9A-F][0-9A-F][0-9A-F]*
*.bin

# Code translated from default.xex by the ReXGlue code generator (it runs as
# part of the build). Derived from the game's program, so never committed;
# only the SDK boilerplate generated/rexglue.cmake is tracked.
/generated/*
!/generated/rexglue.cmake

# Level background / portal fixes from the BeanTools Community Edition: whole
# blocks of level data, kept out of the public source (see README).
/src/ce_patches/siloicbmview.h
/src/ce_patches/aztecshuttlearea.h
/src/ce_patches/frigatebg_fixportals.h
/src/ce_patches/surfacebg_portaladditions.h

# --- Build output and release archives ------------------------------------
# Every out/ folder, including the SDK's own (rexglue-sdk/out/).
out/
/build/
/build-*/
/cmake-build-*/
*.zip
*.7z
*.pdb
*.exe
*.ilk
*.exp
*.lib
*.obj
*.o

# --- Runtime data from running a build in place ---------------------------
ge.toml
!/packaging/ge.toml
/userdata/
/logs/
*.log
*.dmp
crash_backtrace.txt

# --- Local dev / debug tooling (not part of the source) ---------------------
/parse_dump.py
/sample_stack.py
/walk_thread.py
/launch_online_2p.bat
/launch_online_2p.ps1
/CODEGEN COMMAND.txt

# --- IDE, tooling and OS files ---------------------------------------------
.vs/
.vscode/
.idea/
*.user
*.suo
CMakeUserPresets.json
compile_commands.json
Thumbs.db
desktop.ini
.DS_Store
