Agents change a lot of files, and you still read the diff. This Git client, ported from VS Code, sits beside the running game, plus files whose local edits never get committed.
// before committing, the agent checks your env files satura_env_files(command: "check", paths: ["Assets/Config/Server.asset"]) → env file: your local edits must stay out of the index // stage only the agent's own new lines satura_env_files(command: "stage", paths: ["Assets/Config/Server.asset"]) → staged 3 new lines; your localhost URL stays out
With agents typing, your time goes into review, and terminal diffs show scenes, prefabs and textures badly.
It's ported from VS Code's source, so it behaves as you expect:
The editor beside it shows git blame.
Some tracked files must never be committed: a localhost address, a debug flag, a key. An agent running git add -A can't tell which edits are yours.
Mark one as an env file and your edits stay in Env Changes, out of the index, listed in .sspace/never-commit.json rather than .gitignore. A real change to the same file can still be committed.
satura_env_files stages only an agent's new lines in an env file.A worktree session gets the same panel and shares the main Env Changes list, so it can't leak your keys.
Open a commit from the graph, read your change side by side, stage it and commit.
Ported from VS CodeTree view, graph, diffs, merge editor and conflict actions.
Before and afterImage diffs instead of "binary file", Git LFS included.
Exact file pathsKept in .sspace/never-commit.json, never in .gitignore.
satura_env_fileslist, check, stage, diff, add, remove and keep.
Files you mark as never commit, such as a config with a localhost URL. Your edits stay out of the index, and the panel flags an env file someone staged with plain git add -A.
No. It's an ordinary git repository, so your own Git tools keep working.
A VS Code-style Git panel beside the game, and env files that stay out of every commit.