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# Build outputs (Xcode derived data, produced by the scripts under dm/ios)
.iosdd/
.iosdd_mac/
.iosdd_*/
.DS_Store
__pycache__/
# RomFS archives (generated from your own game files; never commit game data)
*.idx
romfs.[0-9][0-9]
# Swift Package build products and the packaged app (rebuild with `swift build -c release`)
frontend/.build/
frontend/NS Port Builder.app/
frontend/nxnative.app/
# Made from each shader build's Mac outputs (c1_guard.py, cb_extent.py; the NSP script makes them), not committed
dm/games/*/c1_full.tsv
dm/games/*/cb_extent.tsv
# Swift build products at the repository root (a stray build run)
.build/
sync.log
# PyInstaller output (frontend-qt)
frontend-qt/build/
frontend-qt/dist/
frontend-qt/*.spec
layout_*.tsv
# Release packages: built by CI and attached to a release, never committed (a 0.4.6 build had one
# in the tree, and it stayed until 2026-10-27)
frontend/*.zip
frontend/NX2Apple.app/
# the virtual environment the README creates for the Python packages
.venv/
# The engine: seedds/nxnative at .upstream-ref plus patches/, made by `python3 tools/engine.py sync` (issue #214). A build product
# like .build/, so git ignores it. The root .ignore un-ignores it for ripgrep-based search, so agents and editors still find it.
/engine/
# The committed engine tree is gone (issue #214, step 2): dm/, scripts/, docs/ and ref/ live in engine/ (and upstream's AGENTS.md
# there), so a stray copy at the root, from an older checkout or a direct edit, is never committed. CI's pr-scope check says why.
/dm/
/scripts/
/docs/
/ref/