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/target
/out
*.pdb
.vscode/
.idea/
# Local realm credentials, kept out of the tree on purpose. Never commit.
/lin.txt
# Never commit game assets -- the client requires the user's own installation.
*.MPQ
*.mpq
*.dbc
*.blp
*.m2
*.wmo
*.adt
*.wdt
# **A screenshot of the game is a game asset**, and this list did not say so
# until two of them had been committed, pushed, and then removed from the
# history. Every pixel in one is Blizzard's art; the rule was always meant to
# cover them and only ever named the file formats the archives use.
#
# Take them, keep them, put them in a release page or an issue -- just not in
# this repository. 5.6MB of somebody else's artwork was living in the history
# of a project whose first rule is not to ship any.
/screenshots/
*.png
*.jpg
*.jpeg
# The one deliberate exception: the client's *own* icon, drawn for this
# project and no one else's asset. `build.rs` bakes it into the executable
# and the window, so it has to be in the tree -- see `apps/viewer/src/icon_art.rs`.
!/apps/viewer/src/app-icon.png
# Machine-local build config (target-dir redirect); see docs/BUILDING.md
/.cargo/config.toml
# Third-party addons kept locally as *reference only*, never vendored.
#
# These are other people's Lua projects with their own licences, and this
# client does not run addons at all -- see the UI decision in CLAUDE.md. What
# gets read out of them is behaviour to reimplement natively, which is the
# same rule `docs/REUSE-POLICY.md` already applies to server sources: read to
# understand, write from scratch. Committing the folder would put someone
# else's licensed code in this tree, which is exactly what that policy exists
# to prevent.
/addons-to-port/