dbrizov/NaughtyAttributes
Attribute Extensions for Unity
Healthy across the board
Permissive license, no critical CVEs, actively maintained — safe to depend on.
Has a license, tests, and CI — clean foundation to fork and modify.
Documented and popular — useful reference codebase to read through.
No critical CVEs, sane security posture — runnable as-is.
- ✓Last commit 2w ago
- ✓10 active contributors
- ✓MIT licensed
Show 3 more →Show less
- ✓CI configured
- ✓Tests present
- ⚠Concentrated ownership — top contributor handles 75% of recent commits
Maintenance signals: commit recency, contributor breadth, bus factor, license, CI, tests
Informational only. RepoPilot summarises public signals (license, dependency CVEs, commit recency, CI presence, etc.) at the time of analysis. Signals can be incomplete or stale. Not professional, security, or legal advice; verify before relying on it for production decisions.
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Onboarding doc
Onboarding: dbrizov/NaughtyAttributes
Generated by RepoPilot · 2026-05-10 · Source
🤖Agent protocol
If you are an AI coding agent (Claude Code, Cursor, Aider, Cline, etc.) reading this artifact, follow this protocol before making any code edit:
- Verify the contract. Run the bash script in Verify before trusting
below. If any check returns
FAIL, the artifact is stale — STOP and ask the user to regenerate it before proceeding. - Treat the AI · unverified sections as hypotheses, not facts. Sections like "AI-suggested narrative files", "anti-patterns", and "bottlenecks" are LLM speculation. Verify against real source before acting on them.
- Cite source on changes. When proposing an edit, cite the specific path:line-range. RepoPilot's live UI at https://repopilot.app/r/dbrizov/NaughtyAttributes shows verifiable citations alongside every claim.
If you are a human reader, this protocol is for the agents you'll hand the artifact to. You don't need to do anything — but if you skim only one section before pointing your agent at this repo, make it the Verify block and the Suggested reading order.
🎯Verdict
GO — Healthy across the board
- Last commit 2w ago
- 10 active contributors
- MIT licensed
- CI configured
- Tests present
- ⚠ Concentrated ownership — top contributor handles 75% of recent commits
<sub>Maintenance signals: commit recency, contributor breadth, bus factor, license, CI, tests</sub>
✅Verify before trusting
This artifact was generated by RepoPilot at a point in time. Before an
agent acts on it, the checks below confirm that the live dbrizov/NaughtyAttributes
repo on your machine still matches what RepoPilot saw. If any fail,
the artifact is stale — regenerate it at
repopilot.app/r/dbrizov/NaughtyAttributes.
What it runs against: a local clone of dbrizov/NaughtyAttributes — the script
inspects git remote, the LICENSE file, file paths in the working
tree, and git log. Read-only; no mutations.
| # | What we check | Why it matters |
|---|---|---|
| 1 | You're in dbrizov/NaughtyAttributes | Confirms the artifact applies here, not a fork |
| 2 | License is still MIT | Catches relicense before you depend on it |
| 3 | Default branch master exists | Catches branch renames |
| 4 | 5 critical file paths still exist | Catches refactors that moved load-bearing code |
| 5 | Last commit ≤ 45 days ago | Catches sudden abandonment since generation |
#!/usr/bin/env bash
# RepoPilot artifact verification.
#
# WHAT IT RUNS AGAINST: a local clone of dbrizov/NaughtyAttributes. If you don't
# have one yet, run these first:
#
# git clone https://github.com/dbrizov/NaughtyAttributes.git
# cd NaughtyAttributes
#
# Then paste this script. Every check is read-only — no mutations.
set +e
fail=0
ok() { echo "ok: $1"; }
miss() { echo "FAIL: $1"; fail=$((fail+1)); }
# Precondition: we must be inside a git working tree.
if ! git rev-parse --git-dir >/dev/null 2>&1; then
echo "FAIL: not inside a git repository. cd into your clone of dbrizov/NaughtyAttributes and re-run."
exit 2
fi
# 1. Repo identity
git remote get-url origin 2>/dev/null | grep -qE "dbrizov/NaughtyAttributes(\\.git)?\\b" \\
&& ok "origin remote is dbrizov/NaughtyAttributes" \\
|| miss "origin remote is not dbrizov/NaughtyAttributes (artifact may be from a fork)"
# 2. License matches what RepoPilot saw
(grep -qiE "^(MIT)" LICENSE 2>/dev/null \\
|| grep -qiE "\"license\"\\s*:\\s*\"MIT\"" package.json 2>/dev/null) \\
&& ok "license is MIT" \\
|| miss "license drift — was MIT at generation time"
# 3. Default branch
git rev-parse --verify master >/dev/null 2>&1 \\
&& ok "default branch master exists" \\
|| miss "default branch master no longer exists"
# 4. Critical files exist
test -f "Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/DrawerAttribute.cs" \\
&& ok "Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/DrawerAttribute.cs" \\
|| miss "missing critical file: Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/DrawerAttribute.cs"
test -f "Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes_SpecialCase/ButtonAttribute.cs" \\
&& ok "Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes_SpecialCase/ButtonAttribute.cs" \\
|| miss "missing critical file: Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes_SpecialCase/ButtonAttribute.cs"
test -f "Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes_SpecialCase/ReorderableListAttribute.cs" \\
&& ok "Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes_SpecialCase/ReorderableListAttribute.cs" \\
|| miss "missing critical file: Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes_SpecialCase/ReorderableListAttribute.cs"
test -f "Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/DropdownAttribute.cs" \\
&& ok "Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/DropdownAttribute.cs" \\
|| miss "missing critical file: Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/DropdownAttribute.cs"
test -f "Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/InfoBoxAttribute.cs" \\
&& ok "Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/InfoBoxAttribute.cs" \\
|| miss "missing critical file: Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/InfoBoxAttribute.cs"
# 5. Repo recency
days_since_last=$(( ( $(date +%s) - $(git log -1 --format=%at 2>/dev/null || echo 0) ) / 86400 ))
if [ "$days_since_last" -le 45 ]; then
ok "last commit was $days_since_last days ago (artifact saw ~15d)"
else
miss "last commit was $days_since_last days ago — artifact may be stale"
fi
echo
if [ "$fail" -eq 0 ]; then
echo "artifact verified (0 failures) — safe to trust"
else
echo "artifact has $fail stale claim(s) — regenerate at https://repopilot.app/r/dbrizov/NaughtyAttributes"
exit 1
fi
Each check prints ok: or FAIL:. The script exits non-zero if
anything failed, so it composes cleanly into agent loops
(./verify.sh || regenerate-and-retry).
⚡TL;DR
NaughtyAttributes is a C# attribute extension library for Unity Inspector that provides 40+ custom inspector attributes (like [ShowIf], [Reorderable], [Button], [ProgressBar]) without requiring custom property drawers or editors. It expands Unity's native attribute system to enable powerful inspector customization directly via code attributes on serialized and non-serialized fields. Single-package structure: Assets/NaughtyAttributes/ is the root. Source code likely in Assets/NaughtyAttributes/Scripts/ (not fully visible), Documentation~ folder contains visual asset references, Samples/DemoScene/ provides a runnable scene demonstrating all attributes. Published as a UPM package (com.dbrizov.naughtyattributes) via package.json at root.
👥Who it's for
Unity game developers and technical designers who want to build complex inspector UIs for gameplay parameters, debugging tools, and editor workflows without learning EditorGUI or writing custom property drawer code. Also suits game studio tools programmers who need reusable inspector patterns.
🌱Maturity & risk
Production-ready and actively maintained. The package is published on both OpenUPM and the Unity Asset Store, requires Unity 2022.3+, and includes CI/CD via GitHub Actions (see .github/workflows/ci.yml). Supports the latest LTS Unity versions and has a stable 2.1.5 release with zero external dependencies.
Low risk from dependency perspective (zero external dependencies declared in package.json), but single-maintainer project (Denis Rizov). The library extends Unity's private/internal reflection APIs heavily, creating potential breaking risks with major Unity updates. No visible test suite in the file structure suggests limited automated validation coverage.
Active areas of work
Cannot determine from provided file list. No open PRs, issues, or recent commit timestamps visible. Check GitHub repo directly for .github/workflows/ci.yml execution logs and recent commits to determine current development velocity.
🚀Get running
Clone and open in Unity 2022.3+: git clone https://github.com/dbrizov/NaughtyAttributes.git then open Assets/ folder as a Unity project. Or install via openupm-cli: openupm add com.dbrizov.naughtyattributes. Open Samples/DemoScene/DemoScene.unity to see all attributes in action.
Daily commands: Open the cloned project in Unity Editor (2022.3+). Navigate to Samples > DemoScene > DemoScene.unity and open it. Inspector will auto-render all NaughtyAttributes examples. Or examine Assets/NaughtyAttributes/Samples/DemoScene/TestAssets/ prefabs which contain MonoBehaviours with attribute examples.
🗺️Map of the codebase
Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/DrawerAttribute.cs— Base class for all drawer attributes; defines the core contract that all custom property drawers extendAssets/NaughtyAttributes/Scripts/Core/DrawerAttributes_SpecialCase/ButtonAttribute.cs— Special-case drawer attribute for button functionality; demonstrates how to handle non-property fieldsAssets/NaughtyAttributes/Scripts/Core/DrawerAttributes_SpecialCase/ReorderableListAttribute.cs— Complex special-case attribute for reorderable list UI; shows custom serialization handlingAssets/NaughtyAttributes/Scripts/Core/DrawerAttributes/DropdownAttribute.cs— Example drawer attribute for common use case; templates pattern for value restrictions and selectionAssets/NaughtyAttributes/Scripts/Core/DrawerAttributes/InfoBoxAttribute.cs— Meta-attribute for inspector layout; shows how to add visual feedback without modifying serialized dataAssets/NaughtyAttributes/Samples/DemoScene/DemoScene.unity— Live reference implementation showing all attributes in use; essential for understanding expected behavior
🛠️How to make changes
Add a new simple drawer attribute (e.g., for validation or UI enhancement)
- Create new attribute class inheriting from DrawerAttribute in Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/ (
Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/[NewAttributeName]Attribute.cs) - Define constructor parameters for configuration (label, color, range, etc.) (
Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/[NewAttributeName]Attribute.cs) - Apply [System.AttributeUsage(AttributeTargets.Field)] and inherit from DrawerAttribute base (
Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/[NewAttributeName]Attribute.cs) - Create corresponding PropertyDrawer (Unity editor code) that reads attribute properties and customizes Inspector rendering (
Assets/NaughtyAttributes/Scripts/Editor/PropertyDrawers/[NewAttributeName]Drawer.cs) - Add test usage in DemoScene to verify visual and functional behavior (
Assets/NaughtyAttributes/Samples/DemoScene/DemoScene.unity)
Add a special-case attribute (method invocation or non-property display)
- Create attribute in Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes_SpecialCase/ following ButtonAttribute or ShowNonSerializedFieldAttribute pattern (
Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes_SpecialCase/[NewSpecialAttribute]Attribute.cs) - Define custom logic for reflection-based method/property access (do NOT inherit from DrawerAttribute if special case) (
Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes_SpecialCase/[NewSpecialAttribute]Attribute.cs) - Implement custom editor GUI rendering in a dedicated Inspector extension or NaughtyInspector subclass (
Assets/NaughtyAttributes/Scripts/Editor/NaughtyInspector.cs) - Add documentation and sample usage to DemoScene (
Assets/NaughtyAttributes/Samples/DemoScene/DemoScene.unity)
Add a domain-specific attribute (Unity type selector like Layer, Tag, or Scene)
- Create attribute class in Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/ with DisplayName or EnumValues constructor (
Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/[DomainType]Attribute.cs) - Use Unity's built-in APIs (EditorBuildSettingsScene, LayerMask.LayerToName, etc.) to fetch available options (
Assets/NaughtyAttributes/Scripts/Editor/PropertyDrawers/[DomainType]Drawer.cs) - Create PropertyDrawer that renders EditorGUILayout.Popup or similar with dynamically populated choices (
Assets/NaughtyAttributes/Scripts/Editor/PropertyDrawers/[DomainType]Drawer.cs) - Test in DemoScene with sample objects referencing layers, tags, or scenes from your project (
Assets/NaughtyAttributes/Samples/DemoScene/DemoScene.unity)
Extend NaughtyInspector for a custom MonoBehaviour class
- Create a custom inspector class inheriting from NaughtyInspector in Assets/NaughtyAttributes/Scripts/Editor/ (
Assets/NaughtyAttributes/Scripts/Editor/[CustomClassName]Inspector.cs) - Apply [CustomEditor(typeof(YourMonoBehaviour))] attribute to enable it for your specific script (
Assets/NaughtyAttributes/Scripts/Editor/[CustomClassName]Inspector.cs) - Override OnInspectorGUI() to call base.OnInspectorGUI() and then add custom buttons, layouts, or validation (
Assets/NaughtyAttributes/Scripts/Editor/[CustomClassName]Inspector.cs) - Ensure all NaughtyAttributes (including special-case ones) now work in your custom editor (
Assets/NaughtyAttributes/Scripts/Editor/[CustomClassName]Inspector.cs)
🔧Why these technologies
- C# Attributes & Reflection — Enables declarative metadata on fields/methods without boilerplate; Unity's CustomPropertyDrawer system reads these to customize Inspector UI
- Unity CustomPropertyDrawer — Standard Unity pattern for extending Inspector; works automatically for most attributes without custom editor subclassing
- NaughtyInspector (Custom Editor base) — Bridges the gap for special-case attributes (Button, ReorderableList, ShowNonSerializedField) that CustomPropertyDrawer cannot handle alone
- EditorGUI/EditorGUILayout APIs — Low-level Unity editor UI rendering; provides consistent look-and-feel with built-in Inspector controls
- Runtime Reflection (MethodInfo, PropertyInfo) — Required for special attributes to discover and invoke methods or access non-serialized properties at runtime in Inspector
⚖️Trade-offs already made
-
Split into DrawerAttributes and DrawerAttributes_SpecialCase folders
- Why: CustomPropertyDrawer system cannot handle method invocation or non-field display; requires separate inheritance and implementation strategy
- Consequence: Developers must understand which folder to extend based on whether their attribute modifies a serialized property or performs meta-operations
-
Require NaughtyInspector subclass for full attribute support in custom editors
- Why: Unity's CustomPropertyDrawer alone cannot render ButtonAttribute or ShowNonSerialized
- Consequence: undefined
🪤Traps & gotchas
- Reflection-heavy: NaughtyAttributes uses C# reflection to access private/internal Unity APIs; major Unity version updates may break functionality silently. 2. Some attributes (ReorderableList, Button, ShowNonSerializedField, ShowNativeProperty, meta attributes like AllowNesting) do NOT work in custom editors unless you inherit from NaughtyInspector and use NaughtyEditorGUI.PropertyField_Layout() instead of EditorGUILayout.PropertyField(). 3. No visible explicit test suite — behavior validation is manual via the demo scene. 4. Editor-only: all code executes in Editor, not at runtime; attempting to reference NaughtyAttributes in game code will cause compilation errors.
🏗️Architecture
💡Concepts to learn
- CustomPropertyDrawer — NaughtyAttributes is built entirely on Unity's CustomPropertyDrawer pattern, which is the official mechanism for extending Inspector UI; understanding this is essential to modifying or extending the library.
- Meta Attributes & Conditional Rendering — Attributes like [EnableIf], [ShowIf], and [AllowNesting] implement conditional visibility/interactivity by reflecting on sibling field values at edit-time; this pattern is core to the library's power.
- Unity Editor Reflection & Private API Access — NaughtyAttributes uses C# reflection to access non-public Unity Editor APIs (e.g., AnimatorControllerParameters, built-in property drawing); this is powerful but fragile across Unity versions.
- Serialization in Unity — The library extends what fields Unity can serialize and display (e.g., [ShowNonSerializedField]); understanding Unity's SerializedObject/SerializedProperty system is key to contributing.
- Attribute-Based Code Generation Pattern — NaughtyAttributes uses attributes as declarative metadata that triggers runtime UI generation in the Editor; this is a form of compile-time-checked, runtime-executed metaprogramming.
🔗Related repos
odinlanguage/odin— Odin Inspector is the premium commercial alternative providing similar (and more advanced) inspector customization for Unity, useful to understand NaughtyAttributes' positioning.Unity-Technologies/UnityCsReference— Official Unity C# source code; NaughtyAttributes heavily reverse-engineers and wraps internal Editor APIs from this repo.Thundernerd/Puffin— Alternative lightweight inspector extension library that uses similar CustomPropertyDrawer patterns for comparison.dbrizov/NaughtyAttributes-Docs— Official companion documentation repository mentioned in README; contains the web-hosted docs for all attributes.
🪄PR ideas
To work on one of these in Claude Code or Cursor, paste:
Implement the "<title>" PR idea from CLAUDE.md, working through the checklist as the task list.
Add automated unit tests for PropertyDrawer attributes via a test scene and EditMode tests
The repo has a DemoScene for manual testing but lacks automated test coverage for the 30+ attributes. Unity supports EditMode tests that can validate CustomPropertyDrawer behavior without running the full game. This would prevent regressions when attributes are modified and ensure compatibility across Unity versions (currently targeting 2022.3+). A test framework could validate that attributes like MinMaxSlider, CurveRange, ProgressBar, and ShowIf render correctly and respond to input.
- [ ] Create Assets/NaughtyAttributes/Tests/Editor directory structure
- [ ] Add EditMode test suite validating each drawer attribute (AnimatorParam, BoxGroup, Button, CurveRange, Dropdown, EnableIf, etc.)
- [ ] Test serialization/deserialization of attributes using reflection similar to how CustomPropertyDrawer works
- [ ] Add CI workflow step in .github/workflows/ci.yml to run
unity -runTests -testPlatform editmode - [ ] Reference sample DemoScene test objects in Assets/NaughtyAttributes/Samples/DemoScene/TestAssets for test data
Create a troubleshooting & API reference documentation file for commonly used attributes
The README.html exists but the repo lacks a structured ATTRIBUTES.md or API_REFERENCE.md documenting all 30+ attributes with code examples, valid use cases, and limitations. Currently only visual pngs exist in Documentation~/. New contributors and users cannot quickly reference attribute behavior, parameter requirements, or compatibility notes (e.g., which don't work in custom editors per the README snippet). This would significantly improve discoverability.
- [ ] Create Assets/NaughtyAttributes/ATTRIBUTES.md with table of all attributes, their parameters, and use cases
- [ ] Add code examples for each drawer attribute (ShowIf, EnableIf, Foldout, ReorderableList, etc.) using the test objects from TestAssets/
- [ ] Document meta attributes and their interaction with CustomPropertyDrawer
- [ ] Add 'Compatibility' section noting which attributes work/don't work in custom editors
- [ ] Reference existing Documentation~/png files alongside code examples
- [ ] Link ATTRIBUTES.md from main README.md
Add GitHub Actions workflow to validate package.json compatibility and build against multiple Unity versions
The package.json specifies 'unity': '2022.3' but the repo currently only references this version implicitly. The CI workflow (ci.yml) likely doesn't test against different LTS versions (2022.3, 2023.2 LTS, 2024.1). Given that CustomPropertyDrawers have subtle differences across versions, a matrix build would catch breaking changes early. This ensures backward/forward compatibility and increases user confidence.
- [ ] Enhance .github/workflows/ci.yml to add a matrix strategy testing Unity versions [2022.3, 2023.2, 2024.1]
- [ ] Add validation step checking package.json 'unity' field matches minimum supported version
- [ ] Run a test import and script compilation step for each Unity version variant
- [ ] Document minimum/tested Unity versions in README.md (currently only shows 2022.3+)
- [ ] Add workflow badge to README.md showing build status across versions
🌿Good first issues
- Add unit tests for PropertyDrawer implementations: The file structure shows no Tests/ folder. Create a test assembly in Assets/Tests/ covering edge cases for [MinMaxSlider], [ProgressBar], and [CurveRange] drawers.
- Document which attributes work in custom editors: The README mentions some don't work in custom editors but lacks a reference table. Create a docs file or README section mapping each attribute to 'Works in Custom Editor: Yes/No' with code examples.
- Expand DemoScene TestAssets with all attribute combinations: Samples/DemoScene/TestAssets/ only has Cube.prefab and animator files. Add a MonoBehaviour demonstrating nested [AllowNesting] + [EnableIf] + [ShowIf] combinations currently underdocumented.
⭐Top contributors
Click to expand
Top contributors
- @dbrizov — 75 commits
- @IF-ACT — 10 commits
- @demirmusa — 5 commits
- @nnra6864 — 2 commits
- @njuwuyuxin — 2 commits
📝Recent commits
Click to expand
Recent commits
d6327e9— Added a cover image for the documentation (dbrizov)d6a5658— Update documentation links in README.md (dbrizov)b4e60df— Update README.md (dbrizov)e0ab5d5— Update README.md (dbrizov)12c724f— Update Unity version requirement in README (dbrizov)db4c29f— Refactor AnimatorParamPropertyDrawer.cs (dbrizov)2b629b4— Merge branch 'feature/animator-override-controller' of https://github.com/Alaadel/NaughtyAttributes into Alaadel-feature (dbrizov)4f04eca— Merge branch 'njuwuyuxin-ProgressBarHandleInput' into v2 (dbrizov)0eeba27— Reformat ProgressBarPropertyDrawer.cs (dbrizov)1448c65— Merge branch 'ProgressBarHandleInput' of https://github.com/njuwuyuxin/NaughtyAttributes into njuwuyuxin-ProgressBarHand (dbrizov)
🔒Security observations
NaughtyAttributes is a Unity editor extension with a good security posture. The codebase has no dependencies, hardcoded secrets, or obvious injection vulnerabilities. Primary concerns are minor - related to reflection-based attribute processing which is inherent to the plugin's design. The lack of external dependencies significantly reduces the attack surface. The plugin operates within Unity's editor environment and does not handle network requests, file I/O operations, or user authentication, further limiting security risks. Recommendations focus on defensive coding practices around reflection invocations.
- Low · Reflection-based attribute processing without validation —
Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/. The codebase uses custom attributes extensively with drawer attributes and reflection-based processing. While this is common in Unity editor extensions, there's a potential risk if attribute values or callback method names are not properly validated before invocation through reflection. Fix: Implement input validation for all reflection-based attribute processing. Ensure callback method names and parameters are validated before invocation using reflection. - Low · No explicit input sanitization for dropdown values —
Assets/NaughtyAttributes/Scripts/Core/DrawerAttributes/DropdownAttribute.cs. The DropdownAttribute implementation may process user-defined callback methods or field names without explicit validation. If user input influences method resolution, this could potentially lead to unexpected behavior. Fix: Add explicit validation for callback method names and ensure they exist and have expected signatures before invocation. - Low · Potential information exposure through reflection errors —
Assets/NaughtyAttributes/Scripts/Core/. Reflection-based code may throw exceptions containing sensitive type or method information if validation fails. This could expose internal class structures to users. Fix: Wrap reflection calls in try-catch blocks and provide generic error messages to users instead of exposing full exception details.
LLM-derived; treat as a starting point, not a security audit.
👉Where to read next
- Open issues — current backlog
- Recent PRs — what's actively shipping
- Source on GitHub
Generated by RepoPilot. Verdict based on maintenance signals — see the live page for receipts. Re-run on a new commit to refresh.