Agent skill

Pneuma Remotion

by pandazki in pandazki/pneuma-skills

Create and edit React video compositions in the Pneuma Remotion workspace.

MITAuto-check passedMedia & Creative

Install Pneuma Remotion

skills CLI
$ npx skills add pandazki/pneuma-skills --skill pneuma-remotion -a claude-code

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

GitHub CLI
$ gh skill install pandazki/pneuma-skills pneuma-remotion --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/pandazki/pneuma-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/modes/remotion/skill .claude/skills/pneuma-remotion && 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
pneuma-remotion
GitHub stars
161
Token cost
~5.4k tokens
SKILL.md length
2,189 words
Files
46 (incl. references)
Skills in repo
30
Repo updated
First seen
Licence
MIT

At a glance

Create and edit React video compositions in the Pneuma Remotion workspace.

  • Works in 3 steps: Research & Content Discovery → Motion Intent → Content Design Outline
  • Composition code
  • SKILL.md covers Working with the viewer, Canvas, Constraints and Workflow, plus 3 more sections
  • Calls curl and npx

What it does

Pneuma Remotion is an agent skill from pandazki/pneuma-skills. Create and edit React video compositions in the Pneuma Remotion workspace. Use for composition code, animation timing, playback, and export tasks rendered in the live video viewer.

Its SKILL.md is about 5.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 48 other files, including reference files (for example `references/color-and-contrast.md`, `references/motion-design.md` and `references/spatial-design.md`).

It sits in Media & Creative, covering Video production. It works with Remotion and React. The repository describes itself as: Co-creation infrastructure for humans and code agents — visual environment, skills, continuous learning, and distribution. The licence is MIT.

When your agent uses it

  • Composition code
  • Animation timing
  • Export tasks rendered in the live video viewer

Example prompts

  • “/pneuma-remotion”

Requirements

  • Node.js

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Research & Content Discovery
  2. Motion Intent
  3. Content Design Outline

What it can do on your machine

Read from SKILL.md and the folder at commit 0023d3c. 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

    Shell commands in SKILL.md call:

    • curl
    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use curl and npx, which can reach the network depending on how they are called.

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

  • Credentials

    Names no API keys, tokens, secrets or passwords.

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

Context cost

Pneuma Remotion loads about 5.4k tokens when it runs, and up to ~11k if it reads all its reference files. Until then it costs about 49 tokens; SKILL.md has 2,189 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~49
When it runs · the whole SKILL.md, loaded when a task matches
~5.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~11k

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from pandazki/pneuma-skills at commit 0023d3c, republished under its MIT licence (© pandazki). 2,189 words, ~5,368 tokens.

Download SKILL.mdSave it as .claude/skills/pneuma-remotion/SKILL.md (or your agent's skills folder). This skill also uses 45 other files; get the full folder from GitHub.
name
pneuma-remotion
description
Create and edit React video compositions in the Pneuma Remotion workspace. Use for composition code, animation timing, playback, and export tasks rendered in the live video viewer.

Remotion Video Creation

Create programmatic videos with React and Remotion inside the Pneuma workspace. The viewer compiles and previews compositions in real-time as files are edited.

Working with the viewer

The Pneuma viewer for Remotion is a Player panel with frame-accurate scrubbing. It compiles your src/ files in-browser within ~1 second of every Edit/Write, exposes the current composition and playback state to you, and accepts navigation/control commands. Everything below is how you read what the user sees, point them at moments, and drive the player.

Frame math (relevant to every channel below): frames are 0-based and frame = seconds × fps. Default fps is 30, so 2 seconds = frame 60.

Reading what the user sees

User messages may include a <viewer-context mode="remotion"> block carrying:

  • Active composition — the composition ID currently mounted in the Player (matches an entry in src/Root.tsx).
  • Playback state — current frame, timecode, duration, playing/paused, playback rate.
  • Compositions — IDs parsed from Root.tsx (the dropdown list).
  • Project files — source file list under src/.

The same block also surfaces <user-actions> — recent things the user did in the Player: seeks, composition switches, in/out point set/clear, playback rate changes. Use both together to resolve references like "this part", "the animation here", "around 2 seconds" — translate them through frame = seconds × fps against the composition's fps.

ViewerAddress — naming an object in the player

Remotion has one vocabulary for "which object in the viewer". The same shape — a ViewerAddress — is what a <viewer-locator> card points at and what the Address: line of a <viewer-context> reports back to you.

KeyHalfMeaning
filecoarseComposition ID from Root.tsx.
framefineA specific frame within the composition (reported in <viewer-context>).
inFrame / outFramefineA loop range — when both are set the Player loops over that span.

When the user is watching a composition, the Address: line in <viewer-context> hands you a ready-made {file, frame} ViewerAddress — copy that JSON straight back into a <viewer-locator> card.

Locator cards

After creating or editing compositions, embed locator cards in your reply so the user can jump straight to what changed. The address attribute is a ViewerAddress:

  • file — composition ID from Root.tsx (required).
  • inFrame / outFrame — optional pair; when both are set, the Player sets in/out points and starts loop playback over that range.

Open a composition:

<viewer-locator label="Open MyComposition" address='{"file":"MyComposition"}' />

Loop a specific range (example: a hero shot from 3s to 5s at 30fps → frames 90-150):

<viewer-locator label="Loop hero shot" address='{"file":"MyComposition","inFrame":90,"outFrame":150}' />

Reach for the loop variant whenever you modified timing in a specific section, added a new scene, or changed a transition — it lets the user see exactly what changed without scrubbing.

Viewer actions

The viewer exposes 4 agent-callable actions for driving the Player. Invoke them with POST $PNEUMA_API/api/viewer/action.

ActionPurposeParams
get-playback-stateQuery current composition, frame, duration, playing, speed, all compositions list—
seek-to-frameNavigate to a specific frame{ frame: number } (0-based)
set-playback-rateChange playback speed{ rate: number } (0.25 – 4)
set-compositionSwitch the active composition in the viewer{ compositionId: string }

Example — seek to the start of the hero shot (frame 90 = 3s at 30fps):

bash
curl -X POST "$PNEUMA_API/api/viewer/action" \
  -H "Content-Type: application/json" \
  -d '{"actionId":"seek-to-frame","params":{"frame":90}}'

Prefer locator cards for "look at this" — they're cheaper and the user controls the click. Reach for actions when you need to drive the Player synchronously (e.g. confirm a composition exists by switching to it, or read playback state before computing a frame range).

Native desktop APIs

When running in the Electron desktop client, $PNEUMA_API/api/native/* exposes file-system and OS bridges (open path, reveal in finder, etc.). Web sessions return { available: false } — always handle that case.

Canvas

  • Default composition size: {{compositionWidth}}×{{compositionHeight}}px (set when the session was created).
  • Design to fill the frame — sparse layouts read as unfinished. Treat each frame as a poster.
  • When creating new compositions, use width={{{compositionWidth}}} height={{{compositionHeight}}} unless the user requests otherwise.

Constraints

  • Do not modify .claude/, .pneuma/, or node_modules/.
  • Keep compositions in the src/ directory.
  • Use descriptive composition IDs — they appear in the viewer dropdown and in locator cards.

Workflow

Video creation follows three stages. The goal is to ensure the content is worth expressing before any code is written — animation is expression, not decoration.

Stage 1: Research & Content Discovery

A compelling video requires understanding the subject with enough breadth and depth to find the angle worth expressing. A 60-second video can only say one thing well, so choosing the right thing matters more than how it's animated.

  1. Research the full landscape — explore the topic broadly. Look at adjacent ideas, context, history, counterarguments. Don't settle on the first angle.
  2. Find tension or insight — what's counterintuitive? What do most people get wrong? What's the most interesting lens?
  3. Choose the projection — from the full understanding, identify the specific slice that translates well to visual storytelling.

Deliver a short creative brief: what the video is about and why this angle is compelling.

Stage 2: Motion Intent

Not everything should move. Plan which ideas benefit from animation and which work better as static composition. This prevents the common trap of animating everything uniformly.

For each section of content, assign a motion intent:

IntentWhen to useExample
staticThe idea is clear as text/imageA definition, a quote
subtleLight emphasis helpsA fade-in, a gentle scale
animatedMotion carries meaningA data comparison, a process flow
heroThe memorable momentThe key insight, the reveal

Every video needs one hero moment — the scene that gets the most animation investment and makes the video memorable.

Guidelines for motion intent:

  • Data comparison → animated chart or visual transformation
  • Process/flow → sequential reveal with spatial movement
  • Scale/magnitude → size or count animation
  • Before/after → transition or morph
  • Emphasis → kinetic typography or focal pull
Stage 3: Content Design Outline

Assemble the full plan before writing code:

  1. Creative brief (from Stage 1) — one paragraph: what and why
  2. Scene breakdown — each scene with: content, duration estimate, motion intent
  3. Aesthetic direction — mood, palette, typography, pacing. These should emerge from the content (a data story feels different from a philosophical essay), not be chosen arbitrarily. See Design Guidance for how to make distinctive choices.
  4. Hero moment — which scene, what animation, why it matters

Present this outline and wait for confirmation before coding. Changing direction mid-implementation is expensive.

When to compress this process:

  • User provides a detailed brief or storyboard → start at Stage 2
  • User says "just make it" with a simple, clear request → quick outline, confirm, build
  • Iterating on existing compositions → go straight to code

Pneuma Environment

Live Preview

The Pneuma viewer automatically compiles and previews compositions as files are edited (1-second debounce). No dev server startup needed.

Supported in preview: All core remotion APIs (useCurrentFrame, interpolate, spring, AbsoluteFill, Sequence, Series, etc.) and local file imports within src/.

Static assets go in public/ and are referenced with staticFile():

tsx
import { Img, staticFile } from "remotion";
<Img src={staticFile("logo.png")} />  // → public/logo.png

Not supported in preview: External packages like @remotion/google-fonts, @remotion/three, @remotion/motion-blur. These require running npx remotion studio separately.

Project Structure
FilePurpose
src/index.tsEntry point (registerRoot())
src/Root.tsxComposition registry — all <Composition> elements declared here
src/<Name>.tsxOne file per video composition
public/Static assets (reference with staticFile())
remotion.config.tsCLI configuration

Keep one composition per file. Register every new composition in src/Root.tsx.

Canonical skeleton — read before writing anything new

When a Pneuma Remotion session opens fresh (no src/), this is the minimum shape that compiles and previews. Use it as the anchor for new projects — adapt the aesthetic, but don't invent a different file layout or skip the registration pattern.

tsx
// src/index.ts — only runs in the Remotion CLI; the in-browser preview
// imports Root.tsx directly and is allowed to be absent here.
import { registerRoot } from "remotion";
import { RemotionRoot } from "./Root";
registerRoot(RemotionRoot);
tsx
// src/Root.tsx — the ONE file the viewer parses to discover compositions.
// Every <Composition id> becomes a tab in the player's composition switcher.
// durationInFrames must be an integer; compute it from your timing plan
// (frame = seconds × fps) rather than hard-coding round numbers that don't
// match the inner Sequence layout.
import { Composition } from "remotion";
import { Intro } from "./Intro";

export const RemotionRoot: React.FC = () => (
  <>
    <Composition
      id="Intro"
      component={Intro}
      durationInFrames={180}  // 6s at 30fps
      fps={30}
      width={1280}
      height={720}
    />
  </>
);
tsx
// src/Intro.tsx — one composition per file. Common idioms in one place:
// AbsoluteFill for the canvas, Sequence for time segments, useCurrentFrame
// + interpolate for tweens, spring for organic motion. Tokens hoisted to
// the top of the file so they're easy to scan and tune.
import React from "react";
import {
  AbsoluteFill,
  Sequence,
  useCurrentFrame,
  useVideoConfig,
  interpolate,
  spring,
  Easing,
} from "remotion";

// Tokens hoisted so palette + type live near the top of the file.
const C = { bg: "#f4efe8", fg: "#2d2621", accent: "#b85c3a" };
const FONT_DISPLAY = "'Fraunces', 'Georgia', serif";
const expoOut = Easing.out(Easing.exp);

export const Intro: React.FC = () => {
  const frame = useCurrentFrame();
  const { fps } = useVideoConfig();

  // Spring for the title's settle — natural deceleration, not a linear ramp.
  const titleScale = spring({ frame, fps, config: { damping: 14, stiffness: 110 } });
  // Interpolate for opacity tweens — easier to read than spring for fades.
  const titleOpacity = interpolate(frame, [0, 18], [0, 1], { easing: expoOut, extrapolateRight: "clamp" });

  return (
    <AbsoluteFill style={{ background: C.bg, color: C.fg, fontFamily: FONT_DISPLAY }}>
      <Sequence from={0} durationInFrames={90}>
        <h1 style={{ fontSize: 96, opacity: titleOpacity, transform: `scale(${titleScale})` }}>
          Title
        </h1>
      </Sequence>
      <Sequence from={90} durationInFrames={90}>
        {/* next beat — body, lower third, asset, etc. */}
      </Sequence>
    </AbsoluteFill>
  );
};

A few non-negotiables this skeleton encodes — keep them when you build the user's project:

  • src/Root.tsx is the ONLY file the viewer scans for <Composition>. Adding a <Composition> anywhere else is silently invisible.
  • durationInFrames integer, fps integer, dimensions multiples of 2. Off-by-one durations make the trim/loop UI behave oddly.
  • One composition per file, imported into Root.tsx. Multi-composition files make the viewer's per-composition active-file tracking ambiguous.
  • Tokens at the top of each file (palette, fonts, easings, durations). When the user says "make the accent more saturated", you should be editing one line, not chasing literals.
  • Static assets in public/, referenced via staticFile("name.png"). Imports of binary assets in src/ don't resolve in the in-browser preview.

When the user picks a gallery seed, you'll find the same shape but with more aesthetic content — read those files for richer motion + typography patterns. When the workspace is empty, this skeleton is the starting point.


Show full SKILL.md (841 more words)Show less

Design Guidance

Why Design Rigor Matters for Video

Video is the most aesthetically exposed medium — every frame is a visual artifact with nowhere to hide. Unlike a web app where functionality can compensate for mediocre aesthetics, a generic-looking video is just... generic. The goal is for someone to ask "how was this made?" rather than "which AI made this?"

Recognizing Generic AI Video

These patterns have become strong signals that a video was AI-generated. They're not inherently bad techniques, but their combination is now a fingerprint:

  • Inter/Roboto/Arial on everything (these are the "default font" of AI output)
  • Centered title + centered subtitle on dark background
  • Purple-to-blue gradients, cyan-on-dark, neon accents
  • Glassmorphism blur cards with glow borders
  • Cards in a grid (icon + heading + text, repeated)
  • Bounce/elastic easing on every element (reads as "uncontrolled")
  • Same animation speed for everything
  • Dark mode + glowing accents as the lazy default

If a video hits 3+ of these, it's worth reconsidering the design direction.

Making Distinctive Choices

Strong videos commit to a clear aesthetic stance rather than playing it safe. Some directions to consider (not exhaustive — the content should drive the choice):

  • Brutally minimal — one font, two colors, massive whitespace, slow reveals
  • Editorial/magazine — sophisticated grids, serif headings, restrained motion
  • Retro-futuristic — CRT effects, scanlines, monospaced type, glitch transitions
  • Organic/natural — hand-drawn feel, imperfect edges, warm tones
  • Luxury/refined — thin weights, generous spacing, muted palette
  • Bold/graphic — oversized type, hard cuts, saturated color
  • Kinetic typography — text IS the animation, words fly/morph/stack

Write the chosen direction as a comment at the top of each composition file. This anchors decisions and prevents style drift during implementation.

Video-Specific Design Tips

Typography — often the primary visual element in video:

  • Avoid the most common AI-default fonts (Inter, Roboto, Arial, Open Sans, Lato, Montserrat, Poppins). These immediately signal "generated." Load distinctive fonts via @remotion/google-fonts — see rules/fonts.md and references/typography.md.
  • Use a 3:1+ heading-to-body size ratio (5:1 often works better for video than for web).

Color — see references/color-and-contrast.md:

  • OKLCH produces more perceptually uniform palettes than HSL.
  • Tint neutrals rather than using pure black/white. Apply the 60-30-10 rule by visual weight.

Motion — see references/motion-design.md:

  • Easing.out(Easing.exp) is a strong default (snappy, confident).
  • Bounce and elastic curves tend to read as uncontrolled — they've become an AI video cliché.
  • Vary timing: mix fast cuts (2-3 frames) with slow reveals (20-30 frames). Exits at ~75% of entrance duration. Stagger groups of 4-6 items, 3-5 frames apart at 30fps.

Layout — see references/spatial-design.md:

  • Treat every frame as a poster. Asymmetry tends to be more visually interesting than centering everything. Fill the frame intentionally.
Self-Review Checklist

Before delivering, review these questions. They're diagnostic, not pass/fail — if several feel wrong, it's worth a revision pass:

  1. Could someone immediately tell AI made this? → Identify which parts feel generic
  2. Can the aesthetic be described in one phrase? → If not, the direction isn't clear enough
  3. Is there one thing that surprises? → A bold color, unexpected transition, unusual layout
  4. Are the font choices distinctive? → Swap out any defaults
  5. Is everything centered? → Try breaking symmetry somewhere
  6. Are all animations the same speed? → Vary timing across scenes
  7. Is the palette more than 3 colors? → Simplify
  8. Does it feel like a slide deck? → Lean into motion and spatial composition
  9. Are backgrounds pure black or pure white? → Tint them
  10. Does it look like a previous generation? → Push for visual variety
Design Reference Files

The references/ directory contains detailed guidance. Read the relevant file when making design decisions in that area:

Decision areaReference
Font choice, sizing, weight, pairingreferences/typography.md
Color palette, OKLCH, tinted neutralsreferences/color-and-contrast.md
Spacing, grids, visual hierarchyreferences/spatial-design.md
Easing curves, stagger, pacingreferences/motion-design.md
Copy, labels, voicereferences/ux-writing.md

Technical Reference

Core Rules

Remotion drives all animation through frame counting, not CSS:

  • All animation uses useCurrentFrame() and interpolate() / spring(). CSS transitions and Tailwind animation classes (transition-*, animate-*) don't work in Remotion's rendering pipeline — they produce inconsistent results across frames.
  • Write durations as seconds * fps rather than raw frame counts for readability.
  • Use type (not interface) for component props.
Remotion API Rules

Read individual rule files on demand when the topic is relevant:

Fundamentals

Assets & Media

Text & Typography

Visual Effects

Audio & Captions

Advanced

© pandazki, 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 45 other files (references) in modes/remotion/skill of pandazki/pneuma-skills.

  • SKILL.md
  • references/color-and-contrast.md
  • references/motion-design.md
  • references/spatial-design.md
  • references/typography.md
  • references/ux-writing.md
  • rules/3d.md
  • rules/animations.md
  • rules/assets.md
  • rules/assets/charts-bar-chart.tsx
  • rules/assets/text-animations-typewriter.tsx
  • rules/assets/text-animations-word-highlight.tsx
  • rules/audio-visualization.md
  • rules/audio.md
  • rules/calculate-metadata.md
  • rules/can-decode.md
  • rules/charts.md
  • rules/compositions.md
  • … and 28 more

Open the folder on GitHubat commit 0023d3c

Compare with similar skills

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Anything2explainerVincentwei1021/anything2explainer2.4k—~2.7kAutomated safety check: PassCustom licence
Remotion Motion Graphicshaidrrrry/claude-remotion-skill340—~2kAutomated safety check: PassMIT
Remotion BitsMarve10s/Better-Fullstack7561 repos~8.2kAutomated safety check: PassMIT

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Works with

Questions about Pneuma Remotion

What does Pneuma Remotion do?

Create and edit React video compositions in the Pneuma Remotion workspace. Pneuma Remotion is an agent skill from pandazki/pneuma-skills. Create and edit React video compositions in the Pneuma Remotion workspace.

When should I use Pneuma Remotion?

Pneuma Remotion fits situations like: composition code; animation timing; export tasks rendered in the live video viewer.

How do I install Pneuma Remotion in Claude Code?

Run `npx skills add pandazki/pneuma-skills --skill pneuma-remotion -a claude-code`. Or copy the skill folder (modes/remotion/skill in pandazki/pneuma-skills) into .claude/skills/pneuma-remotion in your project. Claude Code loads it when a task matches its description.

How do I install Pneuma Remotion in Codex?

Run `npx skills add pandazki/pneuma-skills --skill pneuma-remotion -a codex`. Or copy the skill folder (modes/remotion/skill in pandazki/pneuma-skills) into .agents/skills/pneuma-remotion in your project. Codex loads it when a task matches its description.

Can I use Pneuma Remotion 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 pandazki/pneuma-skills --skill pneuma-remotion -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/pneuma-remotion, .gemini/skills/pneuma-remotion, .github/skills/pneuma-remotion and .opencode/skills/pneuma-remotion in your project.

What does Pneuma Remotion need to run?

Going by SKILL.md and its folder, Pneuma Remotion needs the command-line tools its instructions call (curl and npx). Our summary lists: Node.js.

Does Pneuma Remotion access the network?

SKILL.md contains no URLs. Its commands use curl and npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Pneuma Remotion 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. Review the folder before installing.

What licence does Pneuma Remotion use?

Pneuma Remotion 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 Pneuma Remotion use?

About 5.4k tokens (SKILL.md is roughly 21k 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 6k tokens, read only when the agent opens those files.

What are the alternatives to Pneuma Remotion?

Skills that share tags, products or a category with Pneuma Remotion: Remotion Best Practices (lyonjs/shortvid.io, 147 stars), Remotion to HyperFrames Porter (heygen-com/hyperframes, 60k stars), Anything2explainer (Vincentwei1021/anything2explainer, 2.4k stars) and Remotion Motion Graphics (haidrrrry/claude-remotion-skill, 340 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Pneuma Remotion?

pandazki (a GitHub user) maintains it in pandazki/pneuma-skills, which has 161 GitHub stars. The repository holds 30 skills in this directory. The repository was last updated on October 9, 2026.

Source: pandazki/pneuma-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.