feat: initialize Godot project with Git LFS
This commit is contained in:
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root = true
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[*]
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charset = utf-8
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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# Git LFS tracking for binary game assets.
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# Images
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*.png filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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*.jpeg filter=lfs diff=lfs merge=lfs -text
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*.webp filter=lfs diff=lfs merge=lfs -text
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*.psd filter=lfs diff=lfs merge=lfs -text
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# Audio
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*.wav filter=lfs diff=lfs merge=lfs -text
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*.ogg filter=lfs diff=lfs merge=lfs -text
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*.mp3 filter=lfs diff=lfs merge=lfs -text
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# 3D models and source files
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*.glb filter=lfs diff=lfs merge=lfs -text
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*.gltf filter=lfs diff=lfs merge=lfs -text
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*.fbx filter=lfs diff=lfs merge=lfs -text
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*.blend filter=lfs diff=lfs merge=lfs -text
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+26
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# Godot 4.2+ specific ignores
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~*.dll
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# Godot 4+ specific ignores
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.godot/
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.nomedia
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# Godot-specific ignores
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.import/
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export.cfg
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export_credentials.cfg
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*.tmp
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# Imported translations generated from CSV files
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*.translation
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# C#/Mono-specific ignores
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.mono/
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data_*/
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mono_crash.*.json
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# Machine-local editor settings
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.vscode/settings.json
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# Generated Android export project
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/android/
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Vendored
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{
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"version": "0.2.0",
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"configurations": [
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{
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"name": "Launch",
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"type": "coreclr",
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"request": "launch",
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"preLaunchTask": "build",
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"program": "${config:godotTools.editorPath.godot4}",
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"args": [
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"--path",
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"${workspaceFolder}"
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],
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"cwd": "${workspaceFolder}",
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"stopAtEntry": false
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},
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{
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"name": "Attach",
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"type": "coreclr",
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"request": "attach",
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"processId": "${command:pickProcess}"
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}
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]
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}
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Vendored
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{
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"version": "2.0.0",
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"tasks": [
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{
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"label": "build",
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"type": "process",
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"command": "dotnet",
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"args": [
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"build",
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"/property:GenerateFullPaths=true",
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"/consoleloggerparameters:NoSummary"
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],
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"problemMatcher": "$msCompile"
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}
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]
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}
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Binary file not shown.
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://b5i827vmueyei"
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path.s3tc="res://.godot/imported/skybox_emx_19.png-bcedc2389708497367e5aad83b1663bd.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://Assets/Textures/Skyboxes/skybox_emx_19.png"
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dest_files=["res://.godot/imported/skybox_emx_19.png-bcedc2389708497367e5aad83b1663bd.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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<Project Sdk="Godot.NET.Sdk/4.7.0">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net9.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>NightShift</RootNamespace>
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</PropertyGroup>
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</Project>
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2012
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Night Shift", "Night Shift.csproj", "{E25952AB-1907-46F3-BB14-3A724487A99E}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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ExportDebug|Any CPU = ExportDebug|Any CPU
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ExportRelease|Any CPU = ExportRelease|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{E25952AB-1907-46F3-BB14-3A724487A99E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{E25952AB-1907-46F3-BB14-3A724487A99E}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{E25952AB-1907-46F3-BB14-3A724487A99E}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
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{E25952AB-1907-46F3-BB14-3A724487A99E}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
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{E25952AB-1907-46F3-BB14-3A724487A99E}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
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{E25952AB-1907-46F3-BB14-3A724487A99E}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
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EndGlobalSection
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EndGlobal
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using Godot;
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using System;
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public partial class Main : Node
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{
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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}
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}
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uid://20xhubfcniqg
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[gd_scene format=3 uid="uid://p766ipnev5hb"]
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[ext_resource type="Texture2D" uid="uid://b5i827vmueyei" path="res://Assets/Textures/Skyboxes/skybox_emx_19.png" id="1_p8rbg"]
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[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_p8rbg"]
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panorama = ExtResource("1_p8rbg")
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[sub_resource type="Sky" id="Sky_qtv3y"]
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sky_material = SubResource("PanoramaSkyMaterial_p8rbg")
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[sub_resource type="Environment" id="Environment_cmk6n"]
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background_mode = 2
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sky = SubResource("Sky_qtv3y")
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glow_enabled = true
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[node name="Main" type="Node" unique_id=118718415]
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[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=262568438]
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environment = SubResource("Environment_cmk6n")
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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After Width: | Height: | Size: 995 B |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://baajrco0728he"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="Night Shift"
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config/features=PackedStringArray("4.7", "Forward Plus")
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config/icon="res://icon.svg"
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[display]
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window/stretch/mode="canvas_items"
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window/stretch/aspect="expand"
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[dotnet]
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project/assembly_name="Night Shift"
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[editor]
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naming/scene_name_casing=1
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naming/script_name_casing=1
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[physics]
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3d/physics_engine="Jolt Physics"
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[rendering]
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rendering_device/driver.windows="d3d12"
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