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NX2navi/.gitignore
chrg6 bfe88e503a Add one anti-aliasing setting: the game's SMAA, off, FXAA, SMAA at its Ultra preset, or TAA.
Ocarina anti-aliases every frame with its own SMAA in three compute passes after the bloom composite. The new aa
setting (nx2navi.ini aa, the Screen tab's Anti-aliasing row) keeps that by default. off, fxaa and smaa leave out the
game's edge and weight passes and replace its composition with a pass of our own that writes the same square-rooted
RGB9E5 words into the scene target: a plain copy, an edge smoothing written here, or the SMAA reference implementation
with its area and search textures (MIT). taa is DLSS or FSR 3.1 at the scene's size, which the row sets through the
upscaler; while either runs, the game's SMAA stays whatever aa says. The game's passes are known by a hash of their
guest code. The shader build now also rebuilds a header when a file its source includes changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-11 15:09:16 -05:00

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# Pinned read-only checkouts (tools/fetch_refs.sh; cloned locally, never committed)
/refs/
# Downloaded toolchain binaries and Python environments
/toolchain/
/.venv/
/.venv-py314/
__pycache__/
# Personal paths to game files and keys
/config.local.toml
# Game inputs and everything derived from them. Never commit these.
# tools/check_content.py enforces the same rule in CI and the pre-commit hook.
/game/
/build/
/generated/
# Button art a release carries (tools/make_launcher.py --prompt-art); a checkout may hold it for a test build
/prompt-art/
# The shared pipeline list a release carries (tools/pipeline_list.py merge; tools/prepare_shaders.py reads it here)
/tools/data/pipeline_list.bin
/data/pipeline_list.bin
*.xci
*.xcz
*.nsp
*.nsz
*.nca
*.ncz
*.tik
*.keys
*.nso
*.npdm
*.zs
*.pack
*.sarc
*.bfres
*.bntx
*.bnsh
*.webm
# The runtime's own shaders compiled to SPIR-V (tools/build_shaders.py builds them from runtime/shaders/ and the
# tools/make_*.py assemblers when the game is built; tools/check_content.py refuses them in a commit)
/runtime/*_spv.h
*.spv
# The menu font's bytes as a header for compilers without #embed (tools/build_shaders.py EMBEDDED)
/runtime/ui/roboto_ttf.h
/runtime/smaa_area_tex.h
/runtime/smaa_search_tex.h
# Build outputs
*.exe
*.dll
*.pdb
*.ilk
*.obj
*.o
*.lib
*.a
*.so
*.so.*
*.AppImage
# .NET build output of the shader translator (tools/build_xlate.py)
/tools/xlate/bin/
/tools/xlate/obj/
# Coding-agent setup and working notes (skills, hooks, playbook, backlog, research notes, milestone plans): local to
# the maintainer's machine. tools/worktree.py links .claude and notes into task worktrees.
/.claude/
/.agents/
/CLAUDE.local.md
/skills-lock.json
/notes/
/docs/milestones/
# Editor settings
.vs/
.vscode/
.idea/
# Patch leftovers, logs and OS files
*.orig
*.rej
*.log
Thumbs.db
desktop.ini
.DS_Store
# Agent task worktrees (tools/worktree.py)
/.worktrees/
# The release folder (tools/make_release.py): nx2navi_xlate.exe with its id file, hactool, ninja and the DLLs
/bin/