Fix documentation inconsistencies and bump document versions
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# Godot Development Guidelines
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**Document Version:** v1
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**Document Version:** v2
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> **Note on Versioning:**
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> - This document version is independent — reused across Godot projects
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@@ -90,7 +90,7 @@ Use a dedicated `Log` autoload that wraps `print`/`push_warning`/`push_error` wi
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The file sink retains **max 10 log files**. Each run creates a new file via the timestamp in the filename.
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The `DEBUG` sink is only active when `Constants.DEBUG` is `true` (controlled by an `ENV_DEBUG` value read at startup, e.g. from a `user://settings.cfg` or an export feature tag).
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The `DEBUG` sink is only active when `Constants.DEFAULT_DEBUG` is `true` (controlled by an `ENV_DEBUG` value read at startup, e.g. from a `user://settings.cfg` or an export feature tag).
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Additional sinks (e.g. an in-game debug overlay / console panel) may be added per project.
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@@ -112,7 +112,7 @@ Additional sinks (e.g. an in-game debug overlay / console panel) may be added pe
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## 7. Settings and Secrets
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- Store user/runtime config in `user://settings.cfg` via `ConfigFile`
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- Toggle debug behaviour with an `ENV_DEBUG`-style flag read at startup into `Constants.DEBUG`
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- Toggle debug behaviour with an `ENV_DEBUG`-style flag read at startup into `Constants.DEFAULT_DEBUG`
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- Never commit any secrets; keep them out of `project.godot` and committed `.tres`/`.cfg` files
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---
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@@ -191,7 +191,7 @@ When the game is distributed as a standalone build:
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godot --headless --export-release "Windows Desktop" build/Game.exe
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```
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- Compiled builds are stored in `build/` (or `dist/`). Decide per project whether builds are committed — for small internal distribution the repository may serve as the channel; otherwise keep `build/` in `.gitignore`
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- Strip debug-only nodes and disable `Constants.DEBUG` in release presets
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- Strip debug-only nodes and disable `Constants.DEFAULT_DEBUG` in release presets
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> This section applies only to projects that produce shippable builds.
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