A composable collection of AI skill definitions for automating the software delivery lifecycle. Skills build on each other through shared conventions, making them reusable across projects.
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fix(keep-a-changelog): allow unreleased-only changelogs
Accept brand-new changelogs that only contain an Unreleased section without forcing an initial version entry. Document that first version sections belong to the release workflow and add tests for the validator and release inspector integration.
2026-06-01 13:55:20 -07:00
skills fix(keep-a-changelog): allow unreleased-only changelogs 2026-06-01 13:55:20 -07:00
tests fix(keep-a-changelog): allow unreleased-only changelogs 2026-06-01 13:55:20 -07:00
.gitignore chore: add __pycache__ to .gitignore 2026-05-18 17:54:07 -07:00
AGENTS.md docs: add godot-4.6 skill entries to README and normalize SKILL.md front-matter 2026-05-30 14:05:51 -07:00
README.md docs: add godot-4.6 skill entries to README and normalize SKILL.md front-matter 2026-05-30 14:05:51 -07:00

AI Skills

A composable collection of AI skill definitions for automating the software delivery lifecycle. Skills build on each other through shared conventions, making them reusable across projects.

Install

Place skill folders from skills/ into one of these locations:

  • Repo-local: $REPO_ROOT/.agents/skills/<skill-name>
  • User-global: $HOME/.agents/skills/<skill-name>

Skills

Skill Description Depends on Used by
compose Create compose.yaml with inline environment: from Dockerfile dockerfile
conventional-commits Draft, validate, and commit with Conventional Commits quality-checks
create-release Changelog-backed Semantic Versioning releases keep-a-changelog, quality-checks
dockerfile Create/review Dockerfiles with /app/bin and /app/data layout, PUID/PGID non-root execution via entrypoint.sh, and multi-arch support compose
forgejo-workflows Forgejo Actions workflow files from reusable templates
godot-4.6-2d Godot 4.6 2D game development covering Node2D, sprites, tilemaps, 2D physics, lighting, particles, parallax, transforms, and shaders godot-4.6-engine
godot-4.6-3d Godot 4.6 3D game development covering Node3D, materials, lighting, global illumination, particles, shaders, CSG, LOD, and camera systems godot-4.6-engine
godot-4.6-animation Godot 4.6 animation system covering AnimationPlayer, AnimationTree, state machines, blend spaces, root motion, skeletal animation, IK chains, and Tween godot-4.6-engine
godot-4.6-api-control Godot 4.6 Control UI API reference covering Control nodes, buttons, text controls, containers, value controls, menus, popups, and tree/selection widgets godot-4.6-engine
godot-4.6-api-core Godot 4.6 Core API reference covering Object, Node, CanvasItem, Node3D, SceneTree, Viewport, and MainLoop godot-4.6-engine
godot-4.6-api-globals Godot 4.6 Globals and Variants API reference covering @GDScript, @GlobalScope, all built-in variant types, singletons, and global utility functions godot-4.6-engine
godot-4.6-api-node2d Godot 4.6 Node2D API reference covering all 2D node classes godot-4.6-engine
godot-4.6-api-node3d Godot 4.6 Node3D API reference covering transforms, meshes, lights, cameras, physics bodies, joints, ray-casting, particles, navigation, skeletons, and LOD/culling godot-4.6-engine
godot-4.6-api-resources Godot 4.6 Resource API reference covering Resource, Material, Shader, Texture, Mesh, Animation, Curve, Font, Shape, Audio, Theme, and StyleBox godot-4.6-engine
godot-4.6-assets-pipeline Godot 4.6 asset import pipeline covering images, textures, audio, translations, 3D scenes, import settings, skeleton retargeting, and collision/navigation shape sourcing godot-4.6-engine
godot-4.6-audio Godot 4.6 Audio system covering AudioServer, audio buses and effects, AudioStreamPlayer nodes, and AudioStream types godot-4.6-engine
godot-4.6-best-practices Godot 4.6 project best practices covering OOP principles, scene organization, autoloads vs nodes, interfaces, notifications, data/logic preferences, project structure, and version control godot-4.6-engine
godot-4.6-creating-apps Godot 4.6 guide for building non-game desktop and mobile applications covering window management, native integration, accessibility, distribution, and GDScript patterns godot-4.6-engine
godot-4.6-csharp Godot 4.6 C#/.NET scripting covering .NET SDK setup, signals in C#, exported properties, Variant handling, and NuGet configuration godot-4.6-engine
godot-4.6-debug Godot 4.6 debugging reference covering the built-in debugger, profiler, output panel, visual profiler, monitors, and script editor tools with GDScript examples godot-4.6-engine
godot-4.6-editor Godot 4.6 editor reference covering the workspace, docks, tool panels, editor settings, and the full editor workflow godot-4.6-engine
godot-4.6-engine Godot 4.6 engine overview, architecture, and design philosophy — entry point to all godot-4.6-* skills godot-4.6-*
godot-4.6-engine-arch Godot 4.6 engine layered C++ architecture covering the MainLoop, SceneTree, server delegation, driver backends, and the platform abstraction layer godot-4.6-engine
godot-4.6-engine-compile Godot 4.6 step-by-step guide for compiling from source covering obtaining code, SCons build system, platform-specific dependencies, and build configuration options godot-4.6-engine
godot-4.6-engine-extend Godot 4.6 GDExtension reference for extending the engine with native C/C++/Rust/Zig code via the stable C ABI bridge without recompiling godot-4.6-engine
godot-4.6-engine-philosophy Godot 4.6 design rationale covering why GDScript exists, the node/scene paradigm, custom data structures, the build system, UI toolkit, and open-source governance model godot-4.6-engine
godot-4.6-export Godot 4.6 export covering packaging and deploying projects to Linux, macOS, Windows, Android, iOS, Web, visionOS, and dedicated servers using export presets, PCK files, feature tags, command-line export, and EditorExportPlugin godot-4.6-engine
godot-4.6-getting-started Godot 4.6 tutorial-style walkthrough from scratch covering the editor, nodes/scenes, GDScript, signals, and step-by-step construction of full 2D and 3D game projects godot-4.6-engine
godot-4.6-i18n Godot 4.6 internationalization and localization covering tr(), TranslationServer, CSV/gettext workflows, pluralization, RTL/bidirectional text, pseudolocalization, and font management godot-4.6-engine
godot-4.6-input Godot 4.6 Input system covering Input singleton, Input Map/actions, InputEvent types, keyboard/mouse/gamepad/touch/gesture handling, mouse modes, MIDI, and shortcuts godot-4.6-engine
godot-4.6-io Godot 4.6 File and Data I/O covering background loading, file paths, data paths, saving/loading games, FileAccess, binary serialization, compression, encryption, and CSV parsing godot-4.6-engine
godot-4.6-math Godot 4.6 math types and operations covering Vector2/3/4, Rect2, Transform2D/3D, Basis, Quaternion, Plane, AABB, Projection, interpolation, Bezier curves, noise, random numbers, and utility functions with GDScript examples godot-4.6-engine
godot-4.6-migration Godot 4.6 migration guide covering renamed nodes, GDScript/C# breaking changes across all 4.x minor versions, shader/rendering/physics rewrites, and the built-in project converter godot-4.6-engine
godot-4.6-navigation Godot 4.6 navigation reference covering NavigationServer2D/3D, NavigationRegion, NavigationAgent, NavigationObstacle, NavigationLink, A* pathfinding, and RVO agent avoidance godot-4.6-engine
godot-4.6-networking Godot 4.6 networking reference covering high-level multiplayer, RPC, ENet, WebSocket, WebRTC, HTTP, low-level TCP/UDP, UPnP, dedicated servers, and client-server/P2P patterns godot-4.6-engine
godot-4.6-performance Godot 4.6 optimization guide covering CPU/GPU profiling, draw calls and batching, physics tuning, Servers API, MultiMesh, threading, background loading, LOD/occlusion culling, object pooling, GDScript/C# optimization, and memory management godot-4.6-engine
godot-4.6-physics Godot 4.6 physics covering bodies (CharacterBody, RigidBody, StaticBody), areas, collision layers/masks, joints, ray-casting, shape queries, vehicle bodies, soft bodies, and ragdolls godot-4.6-engine
godot-4.6-platform Godot 4.6 platform-specific development for Android, iOS, Web, Windows, macOS, and Linux covering per-platform APIs, file paths, window management, sensors, permissions, and the JavaScript bridge godot-4.6-engine
godot-4.6-plugins Godot 4.6 plugin development covering EditorPlugin-based plugins, tool scripts, custom import/export pipelines, and inspector property customizations godot-4.6-engine
godot-4.6-rendering Godot 4.6 rendering pipeline covering Forward+, Mobile, Compatibility renderers, compositor, post-processing, antialiasing, resolution scaling, texture filtering, HDR, and debug draw godot-4.6-engine
godot-4.6-resources Godot 4.6 Resource system covering loading, importing, saving, file I/O, custom resources, and the asset pipeline godot-4.6-engine
godot-4.6-scene-system Godot 4.6 Nodes, Scenes, SceneTree covering instancing, groups, processing, signals, node tree management, and the game loop godot-4.6-engine
godot-4.6-scripting Godot 4.6 GDScript, C#, and cross-language scripting reference covering exports, signals, coroutines, and cross-language patterns godot-4.6-engine
godot-4.6-shaders Godot 4.6 shader reference covering spatial, canvas_item, particles, sky, and fog shaders, shader language syntax, render modes, uniforms, built-in functions, and visual shaders godot-4.6-engine
godot-4.6-troubleshooting Godot 4.6 troubleshooting guide covering editor performance, rendering artifacts, project manager issues, platform-specific quirks, export debugging, and crash investigation godot-4.6-engine
godot-4.6-ui Godot 4.6 UI/Control system covering Control base class, anchors, containers, common controls, themes/StyleBox, menus, GraphEdit, drag-and-drop, popups/windows, BBCode, and resolution-adaptive layouts godot-4.6-engine
godot-4.6-xr Godot 4.6 XR (AR/VR) development via OpenXR covering XR origin/camera/controller nodes, hand/body/face tracking, composition layers, and deployment to desktop and mobile headsets godot-4.6-engine
keep-a-changelog Maintain CHANGELOG.md following Keep a Changelog 1.1.0 create-release
quality-checks Shared lint, test, and build check planning and policy conventional-commits, create-release
unit-tests Enforce unit test coverage for security, data integrity, and core functionality stability

For detailed behavior and conventions, see each skill's SKILL.md.