AtlasViewer gains public set_view(zoom, offset)/get_view_offset (clamped, review-flagged API gap) + gdUnit suite. visual_capture.gd gains an atlas_matrix scenario (one boot, tests/atlas_shots.json-driven: 7 verified bodies x zoom x overlay sets, signal-gated waits on atlas_layers_received/city_names_received with timeout fallback). 12 individually-addressable golden scenarios registered in tests/visual.json. Root-level settings.db* gitignored (capture-spawned servers write their settings store to cwd). Fixes found live: GDScript lambdas capture value-type locals BY VALUE (wait-flag moved to Array carrier); RegionalScreen.enter() no-ops when the screen id is unchanged (direct enter() per body after the first). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
129 lines
3.0 KiB
Plaintext
129 lines
3.0 KiB
Plaintext
# Secrets
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.env
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# Local-only settings DB and WAL/SHM sidecars of tracked DBs
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# (root-level entries: servers spawned with cwd=repo root — e.g. the T-1120
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# atlas capture harness — open settings.db relative to their cwd)
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settings.db
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settings.db-shm
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settings.db-wal
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server/settings.db
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server/settings.db-shm
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server/settings.db-wal
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server/data/systems.db-shm
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server/data/systems.db-wal
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# Build and cache
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.cache/
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.tmp/
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server/target/
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server/sr-voice/target/
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server/models/
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tooling/content-converter/target/
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tooling/econ-sim/target/
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tooling/line-previewer/target/
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tooling/test-client/target/
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# Godot client
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client/.godot/
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client/export/
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client/reports/
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client/**/*.import
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client/**/*.uid
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# Renderer (separate Godot project for sprite pipeline)
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renderer/.godot/
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renderer/**/*.import
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renderer/**/*.uid
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renderer/output/*.png
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# Spikes (Godot cache + import artifacts)
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spikes/**/.godot/
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spikes/**/*.import
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spikes/**/*.uid
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spikes/**/*.npy
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spikes/**/*.npz
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# Spike binary artifacts are local-only (D-241): models, textures, renders are
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# reproducible from purchased packs (docs/assets/downloads/) + spike scripts.
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# Verdict/review markdown and spike code stay tracked. Production assets live
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# in client/assets/ after promotion, never in spikes/.
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spikes/**/*.glb
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spikes/**/*.gltf
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spikes/**/*.bin
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spikes/**/*.png
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spikes/**/*.jpg
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spikes/**/*.jpeg
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spikes/**/*.webp
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spikes/**/*.fbx
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spikes/**/*.blend
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spikes/**/*.exr
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spikes/**/*.hdr
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spikes/**/*.zip
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# Extracted vendor payload (reproducible from docs/assets/downloads/ archives
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# via the spike's own extraction script) — includes Unity .asset/.sk metadata.
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spikes/**/raw/
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# Planet generator intermediates
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*.tmp.npz
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# Generated terrain grids (large, regenerated from pipeline)
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wiki/**/bodies/**/terrain.npz
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# Asset downloads (vendor archives, not game content)
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docs/assets/downloads/
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# Reference repos for investigation
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vendor/
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# Frame0 ID mapping files (ephemeral, per-machine)
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*.idmap.json
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# Python
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__pycache__/
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*.pyc
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*.pyo
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# OS
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.DS_Store
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Thumbs.db
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# IDE
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.idea/
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.vscode/
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.obsidian/
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*.swp
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*.swo
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# Generated economics pipeline artifacts (re-created by make economy-db)
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wiki/economics/corporations/generated_brands.toml
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wiki/economics/corporations/generated_corporations.toml
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# Git worktrees (per-machine, created under the repo root)
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.worktrees/
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# Claude Code internals (plans, session transcripts)
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# Note: .claude/agents/, .claude/skills/, and .claude/settings.json ARE tracked
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.claude/plans/
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.claude/projects/
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.claude/agent-memory/
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.claude/scheduled_tasks.lock
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.claude/scheduled_tasks.json
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.tmp/
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# Local agent tooling caches (per-machine, not shared)
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.clide/
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# pql: ignore the rebuildable local databases (index + planning DB + WAL/SHM
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# sidecars), but TRACK .pql/config.yaml and .pql/changelog/ — the changelog is
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# pql's durable, git-versioned planning state (LWW, idempotent replay).
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.pql/*.db
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.pql/*.db-*
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# Client runtime artifacts (settings store written by e2e test runs)
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client/settings.db
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client/settings.db-shm
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client/settings.db-wal
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.claude/settings.local.json
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