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.
- Python 100%
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. |
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| skills | ||
| tests | ||
| .gitignore | ||
| AGENTS.md | ||
| README.md | ||
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.