Agent skill

Video-to-Sprite Animation Generator

by 0x0funky in 0x0funky/agent-sprite-forge

Turns one approved master still into a full set of animated action clips for a character, one image-to-video take per action, then packages them for a game engine.

MITAuto-check passedMedia & Creative

Install Video-to-Sprite Animation Generator

skills CLI
$ npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install 0x0funky/agent-sprite-forge video2dsprite --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/video2dsprite .claude/skills/video2dsprite && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
video2dsprite
GitHub stars
4.4k
Token cost
~3.8k tokens
SKILL.md length
1,859 words
Files
30 (incl. scripts, references)
Skills in repo
5
Repo updated
First seen
Licence
MIT

At a glance

Turns one approved master still into a full set of animated action clips for a character, one image-to-video take per action, then packages them for a game engine.

  • Works in 4 steps: API, when a key is configured: xAI Grok… → Local: your own image-to-video tool… → A clip the user supplies (no account… → …
  • Animating a character or creature from one approved still
  • SKILL.md covers Use when, Do not use when, Capability check (once per… and Art source, plus 7 more sections
  • Runs JavaScript and Python scripts from its folder; calls python; needs XAI_API_KEY and ARK_API_KEY

What it does

This skill runs a capability check once per session to see which API keys, xAI Grok Imagine Video, BytePlus Seedance, or fal.ai, are configured, or falls back to a local image-to-video tool or the user's Grok CLI, and records which route it used as art_source; a configured API key counts as the owner's consent so no per-call question is needed.

After generating a clip per action, it gates each take, keys it with a soft matte, registers it to the master still, and finishes the result as HD by default or pixel art on request, packaging fixed-canvas frames, an alpha WebM, a packed MP4 for iPhone, and a PNG fallback with engine metadata and a JS runtime. It explicitly does not cover FX or prop sheets, map plates, or code-drawn animation, which belong to sibling skills.

When your agent uses it

  • Animating a character or creature from one approved still
  • Turning idle, walk, attack, or cast actions into sprite clips
  • Converting a user-supplied clip into engine-ready animation frames

Example prompts

  • “Generate a walk and attack animation set from this character still.”
  • “Turn my supplied clip into alpha WebM frames registered to the master.”
  • “Animate idle breathing and a cast action for this creature.”

Requirements

  • An xAI, BytePlus, or fal.ai API key, or a local/Grok CLI image-to-video tool
  • ffmpeg 5.1+ with VP9 alpha support

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  1. API, when a key is configured: xAI Grok Imagine Video (XAI_API_KEY), BytePlus Seedance (ARK_API_KEY) or fal.ai (FAL_KEY: Kling v3, Veo…
  2. Local: your own image-to-video tool (Grok's native image_to_video) when you have one, otherwise the user's Grok CLI in ACP mode (it cannot…
  3. A clip the user supplies (no account needed).
  4. codeart2d only when the user explicitly asks for code-drawn animation, or when route_media.py prints no-route (exit 3); otherwise prepare…

What it can do on your machine

Read from SKILL.md and the folder at commit 5324342. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 2 files in scripts/ (JavaScript and Python, from the files we listed), which the agent can run.

    Shell commands in SKILL.md call:

    • python

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names these keys or tokens, usually read from environment variables:

    • XAI_API_KEY
    • ARK_API_KEY
    • FAL_KEY

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Video-to-Sprite Animation Generator loads about 3.8k tokens when it runs, and up to ~62k if it reads all its reference files. Until then it costs about 224 tokens; SKILL.md has 1,859 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~224
When it runs · the whole SKILL.md, loaded when a task matches
~3.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~62k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from 0x0funky/agent-sprite-forge at commit 5324342, republished under its MIT licence (© 0x0funky). 1,859 words, ~3,825 tokens.

Download SKILL.mdSave it as .claude/skills/video2dsprite/SKILL.md (or your agent's skills folder). This skill also uses 29 other files; get the full folder from GitHub.
name
video2dsprite
description
Turn one approved master still into a character's whole animated sprite set - one image-to-video clip per action (idle, walk, run, attack, jump, hurt, cast and so on), all from that still, generated through generate2dmedia route_media.py (the xAI API when a key is configured, else the local Grok CLI) - then gate each take, key it with a soft matte, register it to the master, pick loops or retime actions, finish (HD by default, pixel on request) and package fixed-canvas frames, alpha WebM, packed MP4 for iPhone and a PNG fallback with engine metadata and a JS runtime. Also processes a supplied clip. Use for character and creature animation, fluid motion and any video-to-sprite work. Not for FX, icon or prop sheets (generate2dsprite), maps or plate loops (generate2dmap), code-drawn animation (codeart2d, only on request) or calling a video API by itself (generate2dmedia).

Video to 2D Animation

An approved still sets identity and geometry, a video model supplies motion, and deterministic tools prepare it for the engine. Video is not promised to be smaller, seamless or cheaper than sheets.

Use when

  • Animating a character or creature: every action comes from one approved master still, one clip per action.
  • Fluid motion from an accepted master: idle breathing, walks, runs, attacks, casts, hair, capes, creatures.
  • A supplied clip must become transparent, registered, looped frames and engine video.

Do not use when

Capability check (once per session)

Run python "<skill-dir>/../generate2dmedia/scripts/forge_doctor.py" --host-tools <tools> --save <output>/doctor.json, where <tools> lists the media tools in your own tool list (image_gen, image_edit, image_to_video) or none. Its ROUTES block shows which API keys are configured (yes or no), the local readiness and the resolved order. If encoding.stdout fails, set PYTHONUTF8=1. python "<skill-dir>/scripts/video2dsprite.py" doctor checks ffmpeg (5.1+, VP9 alpha round trip).

Art source

The master still comes from generate2dsprite (image generation, approved by the user) or from the user. Motion is image-to-video, one clip per action from that master; record the route as art_source and name it in your reply:

  1. API, when a key is configured: xAI Grok Imagine Video (XAI_API_KEY), BytePlus Seedance (ARK_API_KEY) or fal.ai (FAL_KEY: Kling v3, Veo 3.1, Luma Ray 3.2, MiniMax H3, Wan 3.0, Vidu Q3, LTX) (route-media.md). The configured key is the owner's consent, so there is no per-call question. --last-frame <still> pins idle and attack clips to end on their first pose.
  2. Local: your own image-to-video tool (Grok's native image_to_video) when you have one, otherwise the user's Grok CLI in ACP mode (it cannot pin a last frame; the result says lastFrameUsed).
  3. A clip the user supplies (no account needed).
  4. codeart2d only when the user explicitly asks for code-drawn animation, or when route_media.py prints no-route (exit 3); otherwise prepare the job and prompt, explain the gap, and never invent a successful generation.

Every clip goes through one command: python "<skill-dir>/../generate2dmedia/scripts/route_media.py" video --prompt-file <job>/prompt.txt --reference <job>/input.png --last-frame <job>/input.png --duration 6 --resolution 720p --out-dir <new>. It prints one JSON line with route, artifact, sha256, estimateUsd and lastFrameUsed. The finish is HD by default; the pixel finish is an option when the user asks for pixel art.

A whole sprite set from one still

For a character's game set, use sprite_set.py: one approved master (generate2dsprite master.json) in, one image-to-video clip per action out, keyed, gated, registered, cut, finished and packaged. For one clip or a supplied video, use the pipeline below. Details: sprite-set.md. Prompts and fix clauses: motion-prompts.md.

  1. Plan. python "<skill-dir>/scripts/sprite_set.py" plan --master <art>/master.json --output-dir <set>. Defaults: --actions idle,walk,run,attack,jump,hurt, --finish from the master (hd default), --target-height 256 hd or 80 pixel. Jump gets a 3:4 canvas with 34% headroom and attack a 16:9 one; idle and attack pin the end frame to the master. Read each action's prompt in <set>/set_plan.json, and edit motion, negatives or gates there before the run if needed.
  2. Run. python "<skill-dir>/scripts/sprite_set.py" run --plan <set>/set_plan.json. Clips come from generate2dmedia route_media.py, then:
    • soft-matte keying;
    • numeric gates: area 0.72-1.32, feet, identity (a warning unless the design is lost), zoom, turning around, edge, background, extra objects, motion, end pose, colour bleed, one-shot timing;
    • up to 3 takes, each retake carrying the fix clause for the gate that failed; if every take fails, the best usable window is kept;
    • registration, then a loop, or a one-shot retimed to game length from its motion energy (attack 0.7 s with the hit at 40%, jump 0.9 s, hurt 0.5 s, cast 0.9 s; set in the plan's timing);
    • finish_frames.py hd or pixel, with the colour lock to the master on by default (plan --no-colour-lock);
    • png, webm and packed packages, verified. Run it again to resume; nothing is generated twice.
  3. No route (exit 3). Make the clip with your own image-to-video tool from the input and prompt that the summary names, save it as the named media/clip.mp4, and run again.
  4. Review. python "<skill-dir>/scripts/sprite_set.py" review --plan <set>/set_plan.json, then LOOK at every -sheet.png, every -final.png and the lineup (Read in Claude Code, view_image in Codex). The numbers cannot see identity, facing, a changed weapon, text or a covered face.
  5. Decide each action.
    • Approve: accept --plan <set>/set_plan.json --action <id> --take <n>. Add --window START:END to keep part of a failed take.
    • Reject: retake --plan <set>/set_plan.json --action <id> --fix <clause id or text>, then run again. Clause ids include never-turn, weapon-shape, face-visible, no-text, no-flares and keep-colours.
  6. Report. python "<skill-dir>/scripts/sprite_set.py" report --plan <set>/set_plan.json lists the routes, takes, QC numbers, loops, timing and package paths. In your reply, name the route that made each clip. Never call an action approved before you have looked at its sheet.

Host notes

  • Codex: no native image-to-video tool; route_media.py takes the xAI API or the Grok CLI. Look at review images with view_image.
  • Claude Code: no media tools; route_media.py takes the route. Look at review PNGs and contact sheets with Read; run tools with Bash; <skill-dir> is ${CLAUDE_SKILL_DIR}.
  • Grok: its native image_to_video tool is your own tool; the same grok executable is the "Grok (local CLI)" route for other hosts.

Commands

Run each tool as one line from the user's project root: python "<skill-dir>/scripts/<tool>.py" .... <skill-dir> is this skill's folder; sibling skills sit beside it. Keep inputs and outputs inside the project. Every verb writes a new --output-dir: it refuses an existing one and publishes only after its checks (--strict fails on residue). Success prints one JSON line; errors print error: ... and exit 1; usage errors exit 2. Needs Python 3.10+, numpy, Pillow and ffmpeg 5.1+. --help lists every flag.

Show full SKILL.md (904 more words)Show less

Pipeline (one clip)

  1. Key plan. video2dsprite.py key-plan --master <master.png>: paste background_sentence into the prompt; protect or recolour design_colours_at_risk.
  2. Prepare. prepare_i2v_input.py prepare --master <art> --action <idle|walk|run|attack|cast|guard|hurt|victory|defeat|ambient|fx> --output-dir <job>; send input.png and prompt.txt; registration_job.json keeps the transform. An opaque master on a flat magenta, green or blue backdrop is keyed first (--master-key names another backdrop; the job records masterKeying). --subject is the whole identity phrase; the background line names its head ("adventurer with a scarf" gives "behind the adventurer"). Check a hand-written prompt with prepare_i2v_input.py lint.
  3. Generate with route_media.py video (Art source above).
  4. Accept the take. register_clip.py qc --job <job>/registration_job.json --video <take>; then video2dsprite.py triage --video <take> --output-dir <new>. A border touch inside the action means regenerate, never pad.
  5. Key. video2dsprite.py process --video <take> --output-dir <new> --reference <master.png> (soft matte); read frames-clean/matte-report.json and look at frames over light and dark. Same keying for every clip of a character: --matte-profile <character-profile.json>. A design colour near the key: --protect-color #rrggbb. Already decoded frames (frame_*.png or raw_*.png, one frame keys a still): video2dsprite.py clean --raw-dir <dir> --output-dir <new>.
  6. Register. register_clip.py apply --job <job>/registration_job.json --frames <out>/frames-clean --output-dir <new>; feet drift or jumps: --lock feet; spell or hit FX: --profile fx; one scale per character: register_clip.py profile, then --character-profile.
  7. Loop or retime. Walks, runs, idles: gait_loop.py select --frames-dir <reg>/frames --fps N --output-dir <new> (--kind idle or hover); play aids/loop3x.gif. Attacks, casts, FX: retime.py --frames-dir <reg>/frames --fps N --output-dir <new> --spans <spans> (impact, hold, ticks), or for a slow-motion one-shot --range 0:N --auto-oneshot --duration 700 --key hit=<impact>@0.4+80 (cuts frozen holds, pins the hit, compresses to game length); walk cadence: gait_loop.py measure-stride.
  8. Finish and package. Finish the registered frames (Finish, below), then engine_export.py package --clean-dir <fin>/frames --output-dir <new> --selection <selection.json> --source-size W,H --source-anchor X,Y --formats png,webm,packed --tiers actor (W,H and X,Y from finish.json). Refused for key residue: re-key; --allow-key-residue only with a recorded override.
  9. Verify. engine_export.py verify --package <dir>, then validate_animation.py <character dir> --require-states idle,walk --require-verify. --require-states matches each package's --name (a package named hero-run needs --require-states hero-run, not run).

Details: pipeline.md, keying matte.md, review and cuts animation-review.md, prompts prompt-rules.md.

Finish (HD default, pixel option)

Finish every registered action before packaging. Finished frames keep the source names, so gait_loop and retime selections still apply. Details: finishing.md.

  • HD (default): python "<skill-dir>/scripts/finish_frames.py" hd --frames <reg> --output-dir <new> --target-height <px> --role hero --character <id>. The rest pose (frame 0 or --rest-frame) sets one scale. Box downscale with premultiplied alpha on a grid pinned to the feet, then clean alpha. Never nearest, never an upscale. --display-sizes 1x,2x rebuilds each size from the source.
  • Same character, other actions: --scale-ref <idle finish dir> instead of --target-height (scale x sqrt(rest-area ratio), clamped to +-3%). A warning means the rest frame is not the base still.
  • Pixel (on request): first finish_frames.py palette build --frames <every action's reg dir> --colors 32 [--reserve #hex] --out <palette.json>, then per action finish_frames.py pixel ... --target-height <1/8 to 1/12 of the source> --palette <palette.json>. The default is bold pixel art: a crisp 4x4-cluster downscale (no blurred in-between colours; lines and eyes survive), a light contrast and saturation lift, at most --colors (32) colours per frame, lone-pixel cleanup that keeps eyes, a 1 px selective outline (--outline dark|none), temporal hysteresis, binary alpha, no dither. --canvas 48x64 gives fixed cells. Use --loop-policy oneshot for attacks and --indexed-sheet for an indexed sheet.
  • Colour lock: --colour-lock <keyed master.png> keeps every design colour on the master's in OKLab (chroma only, lightness kept: no posterising) and smooths still pixels over time; colour_lock.py measure reports hue flips and region spread.
  • Cast check: finish_frames.py lineup --sets <finished dirs> --out <lineup.png>. Roles come from --role or ROLE=DIR; the default rules are hero:1.0, mob:<=1.0, boss:~2.0, spirit:~1.0 (by area). Look at the x1/x3 sheet; a failed rule exits 1.
  • Review: look at review-contact.png and read qa in the JSON line (flipsPerPair, specksRemoved, alphaBinary). The status stays needs-visual-review.
  • Package: engine_export.py package --clean-dir <fin>/frames --source-size W,H --source-anchor X,Y, taking W,H and X,Y from size and anchor in finish.json. Do not pass --registration; pixel finishes add --pixel-art --sampling nearest.

Motion and geometry rules

  • One clip, one action. The game owns translation, hit timing, damage and state changes.
  • One fixed transform per clip; never crop or resize frames to their own alpha bounds (it pumps size and pins airborne feet). Never freeze the still's alpha over moving RGB.
  • All actions of one character share one body height, taken from the master's rest pose; never upscale a finished sprite.
  • Choose cycles with gait_loop.py select, never by eye alone, then confirm by eye. Walks never ping-pong; attacks never recover by playing frames backwards; retime actions to their impact and hold. Walks ship cadence and stride.
  • Keying claims quote the matte report's numbers and stay needs-visual-review. --matte binary --despill-mode off reproduces the cfed170 keyer.

Runtime and acceptance

  • Acceptance order: package, then verify, then validate_animation.py. Deliver animation.json (3.0, keeps every 2.0 key; whole-ms durationsMs, exact fpsRational), QA, poster, PNG fallback and the requested transports. Geometry stays in source units (sourceSize, sourceAnchor, sourceRect).
  • Packed H.264 stores RGB left and alpha right; it is not a transparent MP4. Draw the compositor's lease.drawable (packed-alpha-runtime.js over references/runtime/packed-alpha-webgl.mjs); show the poster until a decoded frame exists. Distance-driven walks, hit-stop and transitions: references/runtime/forge-runtime.mjs.
  • Inspect at game scale: face and silhouette stability, contact, moving alpha edges over light and dark, loop seam, readability. Verify real iPhone playback before claiming alpha or frame rate; compare bytes and decode cost before replacing sheets.

Data contracts: references/schemas/video.schema.json.

© 0x0funky, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 29 other files (scripts, references) in skills/video2dsprite of 0x0funky/agent-sprite-forge.

  • SKILL.md
  • agents/openai.yaml
  • references/animation-review.md
  • references/finishing.md
  • references/matte.md
  • references/motion-prompts.md
  • references/packed-alpha-runtime.js
  • references/pipeline.md
  • references/prompt-rules.md
  • references/runtime/forge-runtime.mjs
  • references/runtime/packed-alpha-webgl.mjs
  • references/schemas/common.schema.json
  • references/schemas/video.schema.json
  • references/sprite-set.md
  • scripts/animation_review.py
  • scripts/colour_lock.py
  • … and 14 more

Open the folder on GitHubat commit 5324342

Compare with similar skills

Video-to-Sprite Animation Generator next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Video-to-Sprite Animation Generator this skill0x0funky/agent-sprite-forge4.4k—~3.8kAutomated safety check: PassMIT
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Character Design with genmediafal-ai-community/skills250—~1.3kAutomated safety check: PassNone
Videosmixs/visual-skills490—~2.5kAutomated safety check: PassCC-BY-4.0
AI Video Gencalesthio/OpenMontage66k—~3kAutomated safety check: PassAGPL-3.0
Seedancerobonuggets/seedance-skill105—~6.6kAutomated safety check: NotesNone

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Questions about Video-to-Sprite Animation Generator

What does Video-to-Sprite Animation Generator do?

Turns one approved master still into a full set of animated action clips for a character, one image-to-video take per action, then packages them for a game engine. ai, are configured, or falls back to a local image-to-video tool or the user's Grok CLI, and records which route it used as art_source; a configured API key counts as the owner's consent so no per-call question is needed.

When should I use Video-to-Sprite Animation Generator?

Video-to-Sprite Animation Generator fits situations like: animating a character or creature from one approved still; turning idle, walk, attack, or cast actions into sprite clips; converting a user-supplied clip into engine-ready animation frames.

How do I install Video-to-Sprite Animation Generator in Claude Code?

Run `npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a claude-code`. Or copy the skill folder (skills/video2dsprite in 0x0funky/agent-sprite-forge) into .claude/skills/video2dsprite in your project. Claude Code loads it when a task matches its description.

How do I install Video-to-Sprite Animation Generator in Codex?

Run `npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a codex`. Or copy the skill folder (skills/video2dsprite in 0x0funky/agent-sprite-forge) into .agents/skills/video2dsprite in your project. Codex loads it when a task matches its description.

Can I use Video-to-Sprite Animation Generator in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/video2dsprite, .gemini/skills/video2dsprite, .github/skills/video2dsprite and .opencode/skills/video2dsprite in your project.

What does Video-to-Sprite Animation Generator need to run?

Going by SKILL.md and its folder, Video-to-Sprite Animation Generator needs JavaScript and Python for the scripts in its folder, the command-line tools its instructions call (python) and credentials named XAI_API_KEY, ARK_API_KEY and FAL_KEY. Our summary lists: An xAI, BytePlus, or fal.ai API key, or a local/Grok CLI image-to-video tool; ffmpeg 5.1+ with VP9 alpha support.

Does Video-to-Sprite Animation Generator access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Video-to-Sprite Animation Generator safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Video-to-Sprite Animation Generator use?

Video-to-Sprite Animation Generator is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Video-to-Sprite Animation Generator use?

About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 58k tokens, read only when the agent opens those files.

What are the alternatives to Video-to-Sprite Animation Generator?

Skills that share tags, products or a category with Video-to-Sprite Animation Generator: AI Video Generation (0xsline/OpenChatCut, 2.2k stars), Character Design with genmedia (fal-ai-community/skills, 250 stars), Video (smixs/visual-skills, 490 stars) and AI Video Gen (calesthio/OpenMontage, 66k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Video-to-Sprite Animation Generator?

0x0funky (a GitHub user) maintains it in 0x0funky/agent-sprite-forge, which has 4,363 GitHub stars. The repository holds 5 skills in this directory. The repository was last updated on October 6, 2026.

Source: 0x0funky/agent-sprite-forge on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.