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Development

Frameworks, languages, and architectural tools.

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package-distribution
286

update-changelogs

Update CHANGELOG.md files and cabal version numbers for all packages changed since origin/master, following PVP and project RELEASING.md rules. Use when preparing a PR or when asked to update changelogs or version numbers.

IntersectMBO
IntersectMBO
development
open
scripting
286

manage-project

Auto-triggers on 'new project [name]', 'load project [name]', 'save project', 'list projects'. Also triggers on 'create project', 'resume project', 'open project', 'show projects', or when user mentions switching between active projects.

Kiyoraka
Kiyoraka
development
open
backend
285

merjs

Work with the merjs Zig web framework. Use when creating pages, API routes, WASM modules, or modifying the merjs build system. Provides conventions for file-based routing, SSR, dynamic routes, type-safe APIs via dhi, sessions, and Cloudflare Workers deployment.

justrach
justrach
development
open
backend
285

new-api

Scaffold a new merjs API route. Use when the user wants to create a new API endpoint.

justrach
justrach
development
open
backend
285

streaming-ssr

Add streaming SSR to a merjs page. Use when the user wants shell-first rendering, skeleton placeholders, or parallel data fetching that resolves inline.

justrach
justrach
development
open
full-stack
285

dev

Build and start the merjs dev server with hot reload. Use when the user wants to run, start, or serve the project.

justrach
justrach
development
open
package-distribution
284

release

Create a release PR with version bump and changelog update

pelikan-io
pelikan-io
development
open
frontend
283

dokan-frontend-dev

Add or modify Dokan frontend code (React, TypeScript, Vue, Tailwind). Use when creating components, hooks, stores, or modifying webpack configuration.

getdokan
getdokan
development
open
package-distribution
282

release

Create a new release for the Hamr launcher with version bump, git tag, and push

Stewart86
Stewart86
development
open
backend
282

tracking-spec-writer

ๅŸ‹็‚นไธŽๆŒ‡ๆ ‡่ฎพ่ฎกๆ–นๆกˆ็”Ÿๆˆๅ™จใ€‚ไปŽไบงๅ“้œ€ๆฑ‚/ๆ ธๅฟƒ้“พ่ทฏๅ‡บๅ‘๏ผŒ่พ“ๅ‡บๅฎŒๆ•ด็š„ๅŸ‹็‚นๆ–นๆกˆๆ–‡ๆกฃ๏ผˆไบ‹ไปถใ€ๅญ—ๆฎตใ€่งฆๅ‘ๆ—ถๆœบใ€ๅฃๅพ„่ฏดๆ˜Žใ€QA ๆ ก้ชŒๆธ…ๅ•๏ผ‰ใ€‚ ่งฆๅ‘ๆกไปถ๏ผš็”จๆˆทๆๅˆฐ"ๅŸ‹็‚น"ใ€"tracking"ใ€"ไบ‹ไปถ่ฎพ่ฎก"ใ€"ๆ•ฐๆฎ้‡‡้›†"ใ€"ไธŠๆŠฅๆ–นๆกˆ"ใ€"ๅŸ‹็‚นๆ–นๆกˆ"ใ€"ไบ‹ไปถ่ง„่Œƒ"ใ€"ๅญ—ๆฎต่ฎพ่ฎก"ใ€"ๆŒ‡ๆ ‡ๅฃๅพ„"ใ€"ๆ•ฐๆฎ้ชŒๆ”ถ"ใ€"QAๆ ก้ชŒ"็ญ‰ๅ…ณ้”ฎ่ฏใ€‚ ไนŸ้€‚็”จไบŽ๏ผš็”จๆˆทๆไพ›ไบงๅ“PRD/้œ€ๆฑ‚ๆ–‡ๆกฃ่ฆๆฑ‚ไบงๅ‡บๅŸ‹็‚นๆ–นๆกˆ๏ผ›็”จๆˆทๆไพ›ๆ ธๅฟƒ็”จๆˆท้“พ่ทฏ่ฆๆฑ‚ๆ‹†่งฃไบ‹ไปถ๏ผ›็”จๆˆท่ฆๆฑ‚่ง„่ŒƒๅŒ–ไบ‹ไปถๅ‘ฝๅๆˆ–ๅญ—ๆฎตๅฎšไน‰๏ผ›็”จๆˆท่ฆๆฑ‚่ฎพ่ฎกๆ•ฐๆฎ้ชŒๆ”ถๆ–นๆกˆใ€‚ ๅ…ธๅž‹่พ“ๅ…ฅ๏ผšไบ‹ไปถๅ‘ฝๅ่ง„่Œƒ + ๅญ—ๆฎตๅญ—ๅ…ธ + ๆ ธๅฟƒ้“พ่ทฏๆ่ฟฐ/ๆต็จ‹ๅ›พใ€‚ ไธ้€‚็”จไบŽ๏ผš็บฏๆ•ฐๆฎๅˆ†ๆž๏ผˆ็”จ SPACE-analytics๏ผ‰ใ€็บฏBI็œ‹ๆฟๆญๅปบใ€็บฏSQLๆŸฅ่ฏข็ผ–ๅ†™ใ€‚

zephyrwang6
zephyrwang6
development
open
frontend
282

angular-conventions

Frontend conventions for Angular projects: standalone components, features, error capture, styles. Use when implementing or reviewing code in Angular frontends.

J-Pster
J-Pster
development
open
frontend
282

web-prototype

Clone live web pages into a local Next.js + Tailwind CSS project for rapid prototyping. Use this skill whenever a user shares a URL or screenshot and wants to replicate, redesign, or iterate on that page locally โ€” whether they say "clone this site", "make a prototype based on this page", "recreate this UI", "build something that looks like this", or simply paste a link and ask you to turn it into code. Also trigger when the user wants to add new pages, modify existing pages, or extend a prototype project that was previously created by this skill. Even if the user just says "I want to build a page like X" with a reference link or image, this skill applies.

zephyrwang6
zephyrwang6
development
open
gaming
281

uloop-replay-input

Replay recorded input during PlayMode with frame-precise injection. Use when you need to: (1) Reproduce recorded gameplay exactly, (2) Run E2E tests from recorded input, (3) Generate demo videos with consistent input.

hatayama
hatayama
development
open
gaming
281

uloop-get-hierarchy

Get Unity scene hierarchy as a structured tree. Use when you need to: (1) Inspect scene structure and parent-child relationships, (2) Explore GameObjects and their components, (3) Get hierarchy from a specific root path or selected objects. Returns the scene's GameObject tree.

hatayama
hatayama
development
open
gaming
281

uloop-simulate-keyboard

Simulate keyboard key input in PlayMode via Input System. Use when you need to: (1) Press game control keys like WASD, Space, or Shift during PlayMode, (2) Hold keys down for continuous movement or actions, (3) Combine multiple held keys for complex input like Shift+W for sprint.

hatayama
hatayama
development
open
gaming
281

uloop-control-play-mode

Control Unity Editor play mode (play/stop/pause). Use when you need to: (1) Start play mode to test game behavior, (2) Stop play mode to return to edit mode, (3) Pause play mode for frame-by-frame inspection.

hatayama
hatayama
development
open
gaming
281

uloop-find-game-objects

Find GameObjects in the active scene by various criteria. Use when you need to: (1) Search for objects by name, regex, or path, (2) Find objects with specific components, tags, or layers, (3) Get currently selected GameObjects in Unity Editor. Returns matching GameObjects with hierarchy paths and components.

hatayama
hatayama
development
open
gaming
281

uloop-execute-dynamic-code

Execute C# code dynamically in Unity Editor. Use when you need to: (1) Wire prefab/material references and AddComponent operations, (2) Edit SerializedObject properties and reference wiring, (3) Perform scene/hierarchy edits and batch operations, (4) PlayMode automation (click buttons, raycast, invoke methods), (5) PlayMode UI controls (InputField, Slider, Toggle, Dropdown), (6) PlayMode inspection (scene info, reflection, physics state). NOT for file I/O or script authoring.

hatayama
hatayama
development
open
gaming
281

uloop-simulate-keyboard

Simulate keyboard key input in PlayMode via Input System. Use when you need to: (1) Press game control keys like WASD, Space, or Shift during PlayMode, (2) Hold keys down for continuous movement or actions, (3) Combine multiple held keys for complex input like Shift+W for sprint.

hatayama
hatayama
development
open
gaming
281

uloop-simulate-mouse-ui

Simulate mouse click, long-press, and drag on PlayMode UI elements via EventSystem screen coordinates. Use when you need to: (1) Click buttons or interactive UI elements during PlayMode testing, (2) Drag UI elements from one position to another, (3) Hold a drag at a position for inspection before releasing, (4) Long-press UI elements that respond to sustained pointer-down. For game logic that reads Input System (e.g. WasPressedThisFrame), use simulate-mouse-input instead.

hatayama
hatayama
development
open
gaming
281

uloop-simulate-mouse-input

Simulate mouse input in PlayMode via Input System. Injects button clicks, mouse delta, and scroll wheel directly into Mouse.current. Use when you need to: (1) Click in games that read Mouse.current.leftButton.wasPressedThisFrame, (2) Right-click for actions like block placement, (3) Inject mouse delta for FPS camera control, (4) Inject scroll wheel for hotbar switching or zoom. For UI elements with IPointerClickHandler, use simulate-mouse-ui instead.

hatayama
hatayama
development
open
gaming
281

uloop-get-hierarchy

Get Unity scene hierarchy as a structured tree. Use when you need to: (1) Inspect scene structure and parent-child relationships, (2) Explore GameObjects and their components, (3) Get hierarchy from a specific root path or selected objects. Returns the scene's GameObject tree.

hatayama
hatayama
development
open
gaming
281

uloop-record-input

Record keyboard and mouse input during PlayMode into a JSON file. Use when you need to: (1) Capture human gameplay input for later replay, (2) Record input sequences for E2E testing, (3) Save input for bug reproduction.

hatayama
hatayama
development
open
gaming
281

uloop-replay-input

Replay recorded input during PlayMode with frame-precise injection. Use when you need to: (1) Reproduce recorded gameplay exactly, (2) Run E2E tests from recorded input, (3) Generate demo videos with consistent input.

hatayama
hatayama
development
open
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