chore: remove redundant files, fix app:setup symlinks

- Remove antigravity-awesome-skills-5.9.0.tgz (npm pack artifact)
- Remove .DS_Store from tracking
- Stop tracking web-app/public/skills and skills.json (generated by app:setup)
- Add .DS_Store, .ruff_cache, *.tgz, web-app/public/skills to .gitignore
- Fix setup_web.js: use statSync to follow symlinks (fixes ENOTDIR on CLAUDE.md)

Made-with: Cursor
This commit is contained in:
sck_0
2026-02-27 08:59:16 +01:00
parent 2b551eaef4
commit 1e73502c3d
3164 changed files with 20 additions and 557389 deletions

View File

@@ -1,57 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ExampleActor.generated.h"
// Forward overrides to reduce compile times
class UBoxComponent;
/**
* AExampleActor
*
* Demonstrates:
* 1. Correct class prefix (A)
* 2. UPROPERTY usage
* 3. Soft references for assets
*/
UCLASS()
class MYGAME_API AExampleActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AExampleActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called when the game ends
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
/** Component exposed to Blueprint, but immutable logic in C++ */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
UBoxComponent* RootCollision;
/**
* Soft reference to an actor class to lazy load.
* Prevents hard reference chains.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
TSoftClassPtr<AActor> ActorTypeToSpawn;
/** Proper boolean naming convention 'b' */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "State")
uint8 bIsActive:1;
private:
/** Cached reference, not exposed to Blueprints */
UPROPERTY(Transient)
APlayerController* CachedPC;
};