skate3recomp-multiplayer/.gitignore
MiTHRAL 269fbcee32 Add ghost multiplayer: UDP relay + pose broadcasting + placeholder cubes
Bolt-on multiplayer layer confined to src/native and hand-written code (no
codegen output touched):

- GhostRelay core (src/native/skate3_native_ghost_relay.*): small UDP relay
  matching clients into rooms by a shareable code; forwards each client's
  pose to the other room members. Used by both the standalone binary and
  the in-game LAN host fallback.
- Standalone server (tools/ghost_relay_main.cpp, ghost_relay target): runs
  on a public VPS or behind a free tunnel; clients connect OUTBOUND, so no
  port forwarding is needed on any client.
- In-game module (skate3_native_ghost.*): captures the local player's world
  transform at Sk8::UpdateBoneTransforms exit (pack-owner entity +416,
  verified layout) and broadcasts it at a fixed rate; auto-connects to the
  default public relay, falls back to LAN auto-host + UDP broadcast
  discovery when unreachable.
- Renderer: draws a solid-color cube per remote player in RenderScene via
  the existing scene PSO tint.a>0 branch (no new shader/SPIR-V).
- UI: GhostDialog (M key) with enable toggle, room code, relay override,
  status readout. Off by default.

Wire protocol in skate3_native_ghost_proto.h (JOIN/HELLO/POSE/PING/LEAVE).
2026-08-26 20:12:45 -04:00

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# Build output and generated recompilation sources
/out/
/build/
/generated/
/generated.backup-*/
/tools/*
# ...except the ghost multiplayer relay server (a first-party tool).
!/tools/ghost_relay_main.cpp
# Local game dump and retail media. Users must provide their own copy.
/game/
*.iso
*.xex
# Local runtime/config overrides
skate3.toml
skate3_ultrawide_targets*.toml
CMakeUserPresets.json
# Diagnostics and binary build products
*.log
*.dmp
*.wpix
*_gpu_events.csv
*_gpu_screenshot.png
*.pdb
*.ilk
*.obj
*.lib
*.exe
*.map
# Editor and CMake scratch
/.vs/
/.vscode/
/.cache/
# Local developer scripts (texture decoding, extraction, bootstrap helpers)
/scripts/