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chore: update docs to match new repo (#207)
* chore: update docs to match new repo * chore: add mobile icon * fix: issue with static checks
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.github/ISSUE_TEMPLATE/bug_report.yml

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- Write a descriptive issue title above.
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- The golden rule is to **always open *one* issue for *one* bug**. If you notice several bugs and want to report them, make sure to create one new issue for each of them.
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- Search [open](https://github.com/godotengine/godot/issues) and [closed](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported. If you don't find a relevant match or if you're unsure, don't hesitate to **open a new issue**. The bugsquad will handle it from there if it's a duplicate.
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- Verify that you are using a [supported Godot version](https://github.com/Geequlim/ECMAScript/releases). Please always check if your issue is reproducible in the latest version – it may already have been fixed!
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- Verify that you are using a [supported Godot version](https://github.com/godotjs/javascript/releases). Please always check if your issue is reproducible in the latest version – it may already have been fixed!
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- type: input
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attributes:

.github/PULL_REQUEST_TEMPLATE.md

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<!-- Describe the changes you've done -->
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Make sure to follow the PR preparation steps in [CONTRIBUTING.md](https://github.com/Geequlim/ECMAScript/blob/master/CONTRIBUTING.md#preparing-your-pr) before submitting your PR:
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Make sure to follow the PR preparation steps in [CONTRIBUTING.md](https://github.com/godotjs/javascript/blob/master/CONTRIBUTING.md#preparing-your-pr) before submitting your PR:
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- [ ] format the codebase: from the root, run `bash ./clang_format.sh`.

.github/workflows/gh_pages.yml

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.github/workflows/static_checks.yml

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if: github.event_name == 'pull_request' && env.CHANGED_FILES != ''
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uses: codespell-project/actions-codespell@v2
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with:
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skip: "./bin,./thirdparty,*.desktop,*.gen.*,*.po,*.pot,*.rc,./AUTHORS.md,./COPYRIGHT.txt,./DONORS.md,./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/project_converter_3_to_4.cpp,./misc/scripts/codespell.sh,./platform/android/java/lib/src/com,./platform/web/node_modules,./platform/web/package-lock.json"
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skip: "./bin,./thirdparty,*.desktop,*.svg,*.gen.*,*.po,*.pot,*.rc,./AUTHORS.md,./COPYRIGHT.txt,./DONORS.md,./core/input/gamecontrollerdb.txt,./core/string/locales.h,./editor/project_converter_3_to_4.cpp,./misc/scripts/codespell.sh,./platform/android/java/lib/src/com,./platform/web/node_modules,./platform/web/package-lock.json"
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ignore_words_list: "breaked,checkin,curvelinear,doubleclick,expct,findn,gird,hel,inout,labelin,lod,mis,nd,numer,ot,pointin,requestor,te,textin,thirdparty,vai"
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path: ${{ env.CHANGED_FILES }}

CONTRIBUTING.md

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TODO
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## Documentation
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This project uses [MKDocs](https://www.mkdocs.org/) to serve all docs. You can change the documentation inside the `docs` folder.
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Install mkdocs via ``pip install mkdocs``.
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Serve the docs via ``mkdocs serve``.
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To add new pages you need to update `mkdocs.yml`.
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## Preparing your PR
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The project is using [`clang-format`](https://clang.llvm.org/docs/ClangFormat.html) to format most files. You need to run `bash ./clang_format.sh` before your PR for a successful pipeline.
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## Release library
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As a maintainer you are able to create a new release.
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1. Go to [create new release](https://github.com/Geequlim/ECMAScript/releases/new)
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1. Go to [create new release](https://github.com/godotjs/javascript/releases/new)
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2. Next you should ``Choose a tag`` and create a new one in the format `v0.0.0`
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3. Select target ``master``
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4. Click ``Generate release notes``

README.md

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# GodotJS - JavaScript language binding for Godot game engine
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<picture>
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<source media="(mmin-width: 720px)" srcset="docs/header.svg">
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<img src="docs/header-mobile.svg" width="900" height="330" alt="GodotJS Logo">
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</picture>
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# **GodotJS**
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***-- JavaScript and TypeScript language binding for Godot game engine --***
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This module implements JavaScript/TypeScript language support for the Godot game engine using [QuickJS](https://bellard.org/quickjs/) as the JavaScript engine.
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## Getting started
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Read the [getting-started](https://godotjs.github.io/documentation/getting-started/).
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## Features
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- Almost complete ES2020 support
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- Full code completion support for all Godot APIs including signals and enumerations
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- Debug in Visual Studio Code with the [plugin](https://marketplace.visualstudio.com/items?itemName=geequlim.godot-javascript-debug) - currently not available for 4.x
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### Getting started
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Read the [getting-started](https://geequlim.github.io/ECMAScript/getting-started).
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## Getting the engine
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No installation or setup necessary. The binaries for download are the complete, usable Godot editor and engine with JavaScript/TypeScript language support.
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- `git clone https://github.com/godotengine/godot.git`
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- This branch uses version `4.1` so checkout the version with: `git checkout 4.1`
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- Clone this module and put it into `godot/modules/javascript`:
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- `git clone [email protected]:Geequlim/ECMAScript.git godot/modules/javascript` or
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- `git clone https://github.com/Geequlim/ECMAScript.git godot/modules/javascript`
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- `git clone [email protected]:godotjs/javascript.git godot/modules/javascript` or
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- `git clone https://github.com/godotjs/javascript.git godot/modules/javascript`
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- [Recompile the godot engine](https://docs.godotengine.org/en/4.1/development/compiling/index.html)
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- Use `scons` with those additional options `warnings=extra werror=yes module_text_server_fb_enabled=yes` to show all potential errors:
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- Windows: `scons platform=windows warnings=extra werror=yes module_text_server_fb_enabled=yes`
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- MacOS: `scons platform=macos arch=arm64 warnings=extra werror=yes module_text_server_fb_enabled=yes`
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## Documentation, Tutorials & Demos
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Read this [documentation](https://geequlim.github.io/ECMAScript/getting-started) or look at the tutorials or demos:
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- [ECMAScriptDemos](https://github.com/Geequlim/ECMAScriptDemos) - Demos
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Read this [documentation](https://godotjs.github.io/documentation/getting-started/) or look at the tutorials or demos:
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- [ECMAScriptDemos](https://github.com/godotjs/javascriptDemos) - Demos
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- [godot-ECMAScript-cookbook](https://github.com/why-try313/godot-ECMAScript-cookbook/wiki) - Tutorial
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- [godot-typescript-starter](https://github.com/citizenll/godot-typescript-starter) - Template
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- [godot-js-template](https://github.com/fukaraadam-workspace/godot-js-template) - Template
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## Contributing
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If you like to contribute to this project check the [CONTRIBUTING.md](https://github.com/Geequlim/ECMAScript/blob/master/CONTRIBUTING.md) file.
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If you like to contribute to this project check the [CONTRIBUTING.md](https://github.com/godotjs/javascript/blob/master/CONTRIBUTING.md) file.

docs/JavaScript.svg.licence

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../icon/JavaScript.svg: https://commons.wikimedia.org/wiki/File:Unofficial_JavaScript_logo.svg

docs/api.md

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docs/examples/load-json-in-singleton.md

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