# gvport: what must never be committed or published.
# The game, its update and DLC, saves, keys and anything made from a dump stay on the player's
# own machine. When in doubt, keep a file out of the repository.

# --- The game: dumps, updates, DLC and files taken from them -------------------------------
/CUSA*/
*-DLCs-*/
eboot.bin
param.sfo
sce_sys/
sce_module/
*.pkg
*.sprx
*.prx
*.self
*.elf
*.trp
*.at9
*.nus3audio
*.nus3bank
*.mp4
*.dcx
*.bdt
*.bhd

# --- Saves and the player's data ---------------------------------------------------------
# user/ holds the saves, trophies, the shader cache and the DLC entitlements; user-p2/ is the
# second player's copy (Two players on one PC).
user/
/user-*/
savedata/
*.sav
*.save

# --- Keys, secrets and local environment -------------------------------------------------
# The launcher keeps the PS4 trophy key in ~/.config/gvport-launcher, outside the repository.
.env
.env.*
*.local
*.key
*.pem
secrets*
# Settings of this checkout: the in-game menu's ini, patch and mod choices
bbport.ini
patches.json
mods.json
/mods/

# --- Build output and caches -------------------------------------------------------------
out/
/dist/
pgo/
__pycache__/
*.pyc
/tools/gvnet-server/out/
packaging/runtime-paths.nix
vkd3d-proton.cache
perf.data
/*.spv
*.orig

# --- Upscaler assets fetched or built on the player's machine ----------------------------
# FSR 4 v07 (tools/fetch_fsr4_assets.sh) and FSR 4.1.1 (built from the player's own AMD DLL):
# never in the repository. AMD's DLLs neither.
/fsr4_shaders/
/fsr4_411/
*.dll
tools/fsr4cap/*.exe

# --- Logs, captures and local notes ------------------------------------------------------
/logs/
last_run.log
*.log
*.png
*.raw
/message*.txt
/*.zip
*.7z
/1060/
/docs/savedata_route/
/docs/route*.txt
/docs/route_run.log
/docs/ISSUE_ACTION_PLAN_*.md
/bloodborne_upscalers_*.md

# --- Editors and assistants --------------------------------------------------------------
/.claude/
.vscode/
.idea/
*.swp
*~
.DS_Store

# The Bloodborne port's own files, kept in local checkouts only (they stay in the git history,
# credited in CREDITS.md): its docs and changelogs, and the Bloodborne-only features gvport does
# not use (co-op bridge, shadNet/The Hunter's Dream online, button prompts, loose-file mods).
/BBPORT.md
/BBPORT.ru.md
/bbbridge/
/assets/
/docs/history/
/docs/CHANGES_*.md
/docs/*.ru.md
/docs/COMPATIBILITY.md
/docs/MODS.md
/docs/MODS.en.md
/docs/ONLINE.md
/docs/RELEASE_TEMPLATE.md
/docs/ROADMAP.md
/docs/SERVER.md
/docs/TEMPORAL_REVIEW_*.md
/docs/motion_vectors.md
/docs/DEPTH_ADAPTIVE_TAA.md
/scripts/menu_prompts.py
/scripts/menu_textures.py
/scripts/mods.py
/scripts/online.py
/tools/extract_prompt_assets.py
/tools/shadnet-server/
