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Ajedrez_Purgatorio/.gitignore copy
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jimmyabvandClaude Sonnet 4.6 83e5e53e94 Restore May vertical slice (Sprint 1-3), discard Classic/Combat refactor
The May 10 commit (8a1db81) contained a much more mature, tested implementation
than the local Classic/Combat refactor done earlier today: Piece Identity System,
Dice/Purgatory mechanic, Dead Kings async pool, Dialogue System, Campaign System,
AI with Easy/Medium/Hard strategies, full chess rules (checkmate, stalemate, en
passant, castling, draw detection), and NUnit unit tests. The Classic/Combat
scaffold built today was a more primitive duplicate, created without awareness
of this prior work.

Per explicit user decision: restore the full May tree (code, tests, and the 9
design/gdd/* documents), and remove the Classic/Combat code along with the
GDD/ADR/control-manifest that documented it (now describing discarded code).

Reapplied on top of the restored May state (unrelated to the code decision):
- Fix CLAUDE.md / docs/CLAUDE.md engine-reference import (was still pointing at
  docs/engine-reference/godot/VERSION.md)
- Remove unused docs/engine-reference/godot/ and unreal/ (project is Unity-only)
- Fill in technical-preferences.md naming conventions, specialist routing, and
  testing framework (NUnit) entries that were left as [TO BE CONFIGURED]
- Add Version Awareness section to unity-specialist agent

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-24 17:10:19 -03:00

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# === IDE and Editor ===
.vs/
.vscode/settings.json
.idea/
*.swp
*.swo
*~
.DS_Store
Thumbs.db
Desktop.ini
# === Claude Code Local ===
.claude/settings.local.json
CLAUDE.local.md
production/session-logs/
# === Internal Planning (not for public) ===
expansions/
# === Runtime Artifacts (auto-generated, start empty on fresh clone) ===
# Created on first use by /consistency-check and /architecture-review
docs/consistency-failures.md
# === Build Output ===
build/
builds/
bin/
obj/
out/
dist/
*.exe
*.dll
*.so
*.dylib
*.app
# === Engine: Godot ===
.godot/
*.translation
export_presets.cfg
# Uncomment if using Godot:
# *.import
# === Engine: Unity ===
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
[Uu]ser[Ss]ettings/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
crashlytics-buildid.txt
sysinfo.txt
# Uncomment if using Unity:
# [Aa]ssets/[Aa]sset[Ss]tore[Tt]ools/
# === Engine: Unreal ===
Binaries/
DerivedDataCache/
Intermediate/
Saved/
*.VC.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
# Uncomment if using Unreal:
# *.uasset
# *.umap
# === Compiled Shaders ===
*.spv
*.cso
*.dxbc
# === Temporary and Cache ===
*.tmp
*.temp
*.cache
*.log
__pycache__/
*.pyc
node_modules/
.npm/
# === Archives ===
*.zip
*.tar.gz
*.rar
*.7z
# === Secrets and Environment ===
.env
.env.local
.env.*.local
*.pem
*.key
credentials.json
secrets.json
# === Large Binary Assets (use Git LFS instead) ===
# Uncomment and configure with Git LFS for your project:
# *.png
# *.jpg
# *.jpeg
# *.wav
# *.mp3
# *.ogg
# *.fbx
# *.blend
# *.psd
# *.tga
# *.exr
# *.hdr
# === OS Generated ===
ehthumbs.db
ehthumbs_vista.db
[Dd]esktop.ini
$RECYCLE.BIN/
*.cab
*.msi
*.msix
*.msm
*.msp
*.lnk