Add Hugo website and rewrite docs to match current engine
New Hugo site in website/ with prosperon.dev theme (blue/gold/castle aesthetic), docs sidebar navigation, and content pages. Rewrote all doc files to align with the actual codebase: compositor+film2d rendering, use() modules (no global prosperon object), Pit language, script+JSON entity model. Added entities.md, front matter to all 70+ API docs, and updated API index for current module architecture. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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title: "PHYSFS_File"
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type: docs
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# PHYSFS_File
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A file handle opened via PhysFS for writing or reading. Freed automatically when references go away.
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title: "SDL_Camera"
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type: docs
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---
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# SDL_Camera
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A handle to a physical camera device. Freed when references drop or camera is closed.
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title: "SDL_Cursor"
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type: docs
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# SDL_Cursor
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An SDL cursor handle. Freed automatically on GC. No direct methods.
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---
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title: "SDL_GPUBuffer"
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type: docs
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# SDL_GPUBuffer
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### name() <sub>function</sub>
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---
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title: "SDL_GPUCommandBuffer"
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type: docs
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# SDL_GPUCommandBuffer
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A command buffer that accumulates rendering, copy, and compute operations. Freed after submission or GC.
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title: "SDL_GPUComputePass"
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type: docs
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# SDL_GPUComputePass
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A compute pass for dispatching compute pipelines. Freed after end() or GC.
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---
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title: "SDL_GPUComputePipeline"
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type: docs
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# SDL_GPUComputePipeline
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Encapsulates a compute shader program plus associated resource layouts.
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title: "SDL_GPUCopyPass"
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type: docs
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# SDL_GPUCopyPass
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A pass for CPU<->GPU or GPU<->GPU copy operations. No direct JS API besides internal usage.
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title: "SDL_GPUDevice"
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type: docs
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# SDL_GPUDevice
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A handle for low-level GPU operations via SDL GPU. Freed on GC.
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title: "SDL_GPUFence"
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type: docs
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# SDL_GPUFence
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A GPU fence for synchronization. Created upon commandBuffer.submit().
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title: "SDL_GPUGraphicsPipeline"
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type: docs
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# SDL_GPUGraphicsPipeline
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Encapsulates vertex+fragment shaders, blend/cull states, and vertex attribute layouts.
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title: "SDL_GPURenderPass"
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type: docs
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# SDL_GPURenderPass
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A single pass of drawing commands with color/depth attachments. Freed after end() or GC.
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---
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title: "SDL_GPUSampler"
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type: docs
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# SDL_GPUSampler
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Defines how a texture is sampled (filter mode, address mode, anisotropy, compare op, etc.).
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title: "SDL_GPUShader"
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type: docs
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# SDL_GPUShader
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A single compiled shader (vertex or fragment) in a GPU-friendly format
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title: "SDL_GPUTexture"
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type: docs
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# SDL_GPUTexture
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### name() <sub>function</sub>
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title: "SDL_GPUTransferBuffer"
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type: docs
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# SDL_GPUTransferBuffer
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A staging buffer used for copying data to or from GPU buffers/textures. Typically
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---
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title: "SDL_Renderer"
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type: docs
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---
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# SDL_Renderer
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A 2D rendering context using the SDL renderer API. Freed automatically.
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---
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title: "SDL_Surface"
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type: docs
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---
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# SDL_Surface
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A software (CPU) image in memory. Freed when references vanish. Typically converted
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title: "SDL_Texture"
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type: docs
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---
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# SDL_Texture
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A 2D GPU-accelerated texture for rendering with SDL_Renderer. Freed automatically.
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---
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title: "SDL_Thread"
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type: docs
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---
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# SDL_Thread
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A handle to an SDL-created thread. Freed on GC after join.
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---
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title: "SDL_Window"
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type: docs
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---
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# SDL_Window
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An application window, created via prosperon.engine_start or SDL calls. Freed on GC.
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---
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title: "datastream"
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type: docs
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---
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# datastream
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A streaming media handle, typically for MPEG video. Freed automatically.
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---
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title: "enet_host"
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type: docs
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---
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# enet_host
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### service(callback, timeout) <sub>function</sub>
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---
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title: "enet_peer"
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type: docs
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---
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# enet_peer
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### send(data) <sub>function</sub>
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---
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title: "font"
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type: docs
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---
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# font
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A bitmap or TTF-based font object storing glyph data.
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---
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title: "rtree"
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type: docs
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---
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# rtree
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An R-tree for spatial lookups. Insert bounding boxes, query by bounding box, etc.
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---
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title: "sprite"
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type: docs
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---
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# sprite
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A 'sprite' is a simple struct for 2D drawing. It stores a rectangle (pos + size),
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---
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title: "timer"
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type: docs
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---
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# timer
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A scheduled callback or countdown. Freed automatically once no longer referenced
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---
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title: "transform"
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type: docs
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---
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# transform
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A hierarchical transform storing 3D or 2D position, rotation (as a quaternion),
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