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README.md
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# NeonJumper
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# NeonJumper
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Developed with Unreal Engine 5
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Developed with Unreal Engine 5
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# Repo Structure
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Repository structure is fixed, and it only has a few toplevel directories. Every other directory or file is ignored.
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- `/Source`
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- `/Config`
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- `/Plugins`
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- `/Content`
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- `/RawContent`
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`git-lfs` management rules are mostly defined for file types, and not _paths_, however there can entire paths marked to be managed by `git-lfs`. Without a special note, expect only type-based rules apply to a directory.
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## `/Source`
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C++ source code is stored under the `/Source` path. As with most other directories, this directory is managed by standard git (and not `git-lfs`). That means no blobs. Do not put here any `.dll`s, `.exe`s, `.zip`s and other binaries. Only text files are allowed.
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Generated text files can reside in the local `/Source` dir, but should be ignored by git with additional entries in `.gitignore`.
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## `/Config`
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Engine and game config files.
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## `/Plugins`
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Game plugins. Every plugin lives in a subdirectory of the `/Plugins` dir. A plugin internal directory structure is not strictly documented, so there are no assumptions on how a plugin is structured.
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It may be useful to use git submodules to manage plugins in a more robust manner.
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It is expected that each plugin will have it's own `.gitignore` file in it's subdirectory, as well other required specific git tweaks.
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## `/Content`
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Game assets in Unreal Engine formats, `.uasset` and `.umap`. Only those two file types are allowed, everything else is ignored.
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## `/RawContent`
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**This directory is managed entirely by `git-lfs`.**
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`/RawContent` is a directory where you store assets in their source formats, in contrast to `/Content`, where assets are stored in the engine format (after the import). Having an asset in a source format is useful when you're still making updates to it. It may be a good idea to also have separate repos for managing work-in-progress assets (maybe in smaller collections or even idividually).
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