1.**Ignore derived export data in Content folder**
As discussed in the workflow section above, exported files like `PNG` and `FBX`
are not committed because they're duplicated data (source is in Maya/Blender/Photoshop files in `MediaSrc`, game-ready data is in `.uasset` files in `Content`). So we want
to ignore them underneath `Content`.
The `svn:ignore` property isn't helpful because it isn't inherited by subfolders,
and if you set it recursively it only applies to folders that already exist.
Although we've tried to help by creating most of the structure up-front, we
don't want to preclude creating new folders, and don't want everyone who
does so to have to remember to set the `svn:ignore` up.
So instead we use `svn:global-ignores`, a newer property that is inherited
by children (although as noted above it behaves a little oddly before you add
folders to SVN, but at least you don't have to set the property again). Any
`PNG`, `FBX` files you export into `Content` for import will be ignored, and
you can just commit the `.uasset` files, and the original sources in `MediaSrc`.
The export files can be considered temporary.
> We set `svn:global-ignores` for all the common intermediate formats *only*
> on the `Content` folder. This is so that if, for some reason, you don't have
> a typical content creator file for an asset and for some reason you want to
> store the `PNG` or `FBX` for it manually (instead of just the `.uasset`, which is all
> the game needs), you can put those files in `MediaSrc` if you want, and copy
> them to `Content` for importing as a substitute for the normal export workflow.
>
> In practice I don't think you need to do this, because you can export `.uasset`
> files anyway. Probably better to just put orphaned files like this directly in
> `Content` and only commit the post-import `.uasset`. But the option is there.