# Build outputs (regenerable, never commit)
target/

# Python bytecode / virtualenvs
__pycache__/
*.py[cod]
*$py.class
.venv/
venv/

# Retail game data: never commit assets, extracted files or captures.
# These are regenerated locally from the player's own installation.
*.png
*.jpg
*.jpeg
*.gif
*.bmp
*.webm
*.mp4
*.avi
*.smk
*.ogg
*.wav
*.mp3
*.flac
*.dds
*.grp
*.ttf
*.otf
*.woff
*.woff2
*.scm
*.scx
*.chk
*.mpq
*.casc
*.exe
*.dll
*.dat
*.tbl
*.bin
*.vf4
*.cv5
*.vr4
*.vx4ex
*.wpe
*.pcx
*.pal
*.srt
engine-rust/assets/
.galaxycraft-cache/
reference/
captures/
screenshots/
engine-rust/docs/evidence/
engine-rust/fixtures/calibration/
engine-rust/src/menu_masks/

# The only tracked fixture files are the README, the checksums and a
# synthetic 1 s tone (build.rs substitutes placeholders for the rest).
engine-rust/fixtures/*
!engine-rust/fixtures/README.md
!engine-rust/fixtures/SHA256SUMS
!engine-rust/fixtures/audio/
!engine-rust/fixtures/audio/tone.ogg

# OS / editor
.DS_Store
Thumbs.db
*~
*.swp
.vscode/
.idea/

# Secrets
.env
!.env.example

# Release packages
dist/
