Compile and review a spec (inline, or a workspace `file`); returns the review, the sheet image, optionally a close-up of some parts and the texture.
Apply a patch by layer id and render the result. Given a workspace `file`, it edits the file in place and returns only the review, so the spec isn't resent on every iteration.
Errors and warnings only, no images.
Write every file the texture is in game (block parts, animation strip and `.png.mcmeta`, particle frames, `_eyes`), the `.skin.json` source and optionally the sheet to the workspace.
Start a live session: a page served on 127.0.0.1 that shows every render as it happens (the texel.dev.br studio can follow it too, for editing).
Store the spec on texel.dev.br and return a short link; falls back to a long self-contained link offline.
Load the spec behind a share link, to keep working on it.
Expand a family and return a lineup image and a score per member.
Write every member of a family plus `lineup.png`.
Turn an existing texture PNG into an editable spec; with `pixelize`, any picture.
The main colors of a reference image as a palette and legend, with a role per color.
Build a resource pack (.zip or folder) from specs, families and folders of them, and check it.
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