*.iml .gradle /local.properties /.idea/caches /.idea/libraries /.idea/modules.xml /.idea/workspace.xml /.idea/navEditor.xml /.idea/assetWizardSettings.xml .DS_Store /build /captures .externalNativeBuild .cxx local.properties # IDA databases - 148MB for libapp.so.i64 alone, and regenerable from the .so *.i64 *.id0 *.id1 *.nam *.til # trace_agent is built by its own build.sh, outside Gradle trace_agent/build/ # ostream_repro likewise - CMake/ninja output, the sources next to it are kept ostream_repro/build/ # ad-hoc device capture logs device_run_*.log # Where `gradlew assembleTranslatedRelease` output was collected by hand for # signing. 611 MB of signed APK - a build product, and one that carries the # bundled OBB with it, so it must never reach history. app/translated/ # Release signing material never belongs in the repo - see app/build.gradle.kts *.jks *.keystore keystore.properties *-release.properties # Bundled game data (~595 MB). A build INPUT, not source: it is the game's own # OBB, copied into assets so the APK self-extracts it on first launch (see # GameDataInstaller.kt). Keeping it out of history on purpose - a 595 MB blob # is rejected outright by most hosts, and once committed it can only be removed # by rewriting history. # # To build: copy the OBB here yourself, under exactly this name. # cp main...obb app/src/main/assets/game_data.obb # Without it the app still builds and runs; it just expects the OBB to already # be on the device at getObbDir(), the way it was before this was bundled. app/src/main/assets/game_data.obb