# --- Original game: never committed ---------------------------------------
# The player's own extracted Perfect Dark package (default.xex and its data)
# 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
# The Plume renderer's pipeline list (shader hashes and states, no game data).
!/packaging/native_pipelines.bin

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

# --- 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 ---------------------------
perfect_dark.toml
!/packaging/perfect_dark.toml
/userdata/
/logs/
*.log
*.dmp

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