## .NET bin/ obj/ *.user *.suo .vs/ ## Rider / VS Code .idea/ .vscode/ *.DotSettings.user ## OS .DS_Store Thumbs.db ## Build output out/ artifacts/ ## scripts/stage-plugins.sh's output — regenerated from plugins/, not source. .stage/ ## ImGui's own persisted window layout (position/size/open-state) — a ## per-machine editing session preference, not project source, same ## category as an IDE's own workspace state. imgui.ini ## CMake build output and FetchContent's cloned dependencies (Box3D) for ## native/*-native/ — regenerated by cmake -S . -B build, not source; only ## the built liblingua_physics.so (checked in under plugins/engine.physics/ ## Engine.Physics/native/) is what the engine actually ships. native/*/build/ native/*/.fetchcontent-cache/ ## scripts/run-physics-demo.sh copies the game-specific plugin's built ## output directly into its own folder (that's where its own pluginPaths ## entry in project.json points) — regenerated, not source. plugin.json, ## the .csproj, and the .cs files there stay tracked. samples/*/GamePlugins/*/*.dll samples/*/GamePlugins/*/*.pdb ## Windows builds of the native physics/audio shims — nothing here can ## build or verify one (no Windows machine), so unlike linux-x64's .so, ## win-x64's .dll is never committed. .github/workflows/build.yml's ## Windows job builds it fresh into this exact path before `dotnet build`. **/native/win-x64/