Reads unknown SQLite and GeoPackage files via sqlite_master and PRAGMA, then emits batched JSON or GeoJSON under a read-only URI.
Creates, edits, sanitizes, and packages spec-correct standalone SVG for icons, logos, diagrams, and SMIL animation.
Use when building games in Unity 6.x with C# — MonoBehaviour lifecycle and component architecture, prefabs and ScriptableObjects, the Input System, coroutines vs async/await,…
Authors and reviews 2026 Baseline HTML: document head, semantic landmarks, native dialog/popover/invoker commands, web components, forms, WCAG 2.2, JSON-LD, loading/CLS, and HTML…
Creates Godot 4.3+ editor plugins: plugin.cfg, EditorPlugin enter/exit registration, @tool scripts, custom inspectors, docks, and 3D gizmos.
Models and solves mixed-integer programs with PySCIPOpt/SCIP: binaries, capacities, routing, assignment, scheduling, packing, and linearized soft-penalty slacks.
Use when building VR/AR/XR applications in Godot 4.3+ — OpenXR setup, XROrigin3D/XRCamera3D/XRController3D rigs, session init, controller input actions, hand tracking, passthrough…
Builds two-argument sklearn metric callables and scipy cdist/pdist precomputes (weighted Euclidean/cosine, Numba Manhattan factories) for DBSCAN, HDBSCAN, AgglomerativeClustering,…
Controls Godot Camera2D/Camera3D follow: position_smoothing, trauma shake on offset, drag_margin deadzones, look-ahead, SpringArm3D, and split-screen viewports.
Drafts pre-seed and seed investor arguments as a causal slide chain from positioning through the ask.
Runs Godot 4 wave combat as data-driven WaveResource encounters plus a WaveManager timeline, weighted Marker3D spawners, object pools, MultiMesh swarms, and async NavigationServer…
Interviews a vague image idea across 4-7 exchanges, then synthesizes a model-tuned positive prompt, negative prompt, settings table, and pipeline recommendation.
Scores control-loop step traces into 10-90 rise time, signed overshoot percent, tail-averaged steady-state error, and last-exit settling time with NumPy.
Runs Suricata offline against PCAPs (-r) and validates alerts in eve.json with jq — syntax check, positive/negative captures, rule regression.
Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and…
Architects Godot 4 romance and dating-sim loops: multi-axis affection (attraction/trust/comfort), signal-driven TimeManager, date events, and route branching.
Manages React/Next state with Valtio proxy stores, useSnapshot, derive, and subscribe - mutate the proxy; components re-render on accessed fields.
Profiles and debugs Godot 4.7 with the Debugger, breakpoint, push_error, Performance.get_monitor, orphan nodes, remote_debug, and release-export timing.
Validates interval-instruction JSON (`{start}->{end}` keys to label lists) and per-frame CSR mask NPZ against video height, width, and frame count, without ground-truth labels.
Maps operations prose onto mixed-integer sets, decision variables, and constraint patterns for Gurobi, CPLEX, or SCIP.
Underwrites a named real-estate asset from raw rent roll and T12 through post-sale millage, CapEx reserve, DSCR, cash-on-cash, and IRR, then runs correlated…
Designs product screens from the core task outward: component choice, WCAG 2.2 keyboard and contrast, tokens, responsive layouts, action-oriented copy, and empty/loading/error…
Convert media between containers and codecs with FFmpeg - remux with -c copy, transcode to H.264/HEVC/AV1/Opus, CRF vs two-pass bitrate, hardware encoders…
Create professional architecture diagrams and visual documentation for complex software systems. Covers C4 model diagrams (Context, Container, Component, Deployment, Dynamic),…
Implements the /localimage backend: ComfyUI checkpoint discovery, style-token routing to Flux-fp8 or Krea, hero stills for LongCat I2V, then pack handoff.
Installs Magic UI animated React components through magicui-cli into a Tailwind + shadcn tree (marquee, shimmer-button, number-ticker, animated-beam).
Structures Remotion 4.x React compositions including fps, durationInFrames, Zod props, frame-accurate timelines, CLI and Lambda render, fonts, and remote-asset CORS.
Implements Godot 4.3+ 2D platformers: CharacterBody2D coyote time, jump buffering, variable jump height, squash/stretch juice, checkpoints, collectibles, and assist options.
Conditions raw gravitational-wave detector strain (PyCBC TimeSeries) for matched filtering: high-pass, resample, crop filter wraparound, then Welch PSD with inverse-spectrum…
Tests, exports, and deploys Godot 4 games with GdUnit4 (in-engine) and PlayGodot (external Python E2E).
Reads and writes pandas CSV with pinned dtypes, explicit NA tokens, formula-injection sanitization, and chunked processing.
Localizes audio/video pipeline failures—VFR drift, silent FFmpeg merges, lip-sync no-ops, subtitle lag, Veo speech-vs-song—by checking frames and streams per stage.
Enforces Godot Has-A composition: selfish worker nodes, a logic-free orchestrator, signals-up/methods-down, and @export/%UniqueNames wiring.
Clusters L2-normalized speaker embeddings into IDs with hierarchical cuts (unknown count) or KMeans/agglomerative when k is known, then stitches adjacent same-speaker turns.
Lays out local gen packs (prompts, raw, keep, final, qa), encodes NVENC h264_nvenc masters, runs ffprobe plus identity stranger-test, and keeps immutable keepers.
Linearizes nonlinear plants to local (A,B) via Jacobian or autodiff, then ZOH/Tustin discretize for LTI design.
Apply FFmpeg video filters - scale/resize with aspect-ratio preservation, crop, watermark/logo overlay, speed changes with synced audio retiming (setpts + atempo chains),…
Builds Godot 4.3+ dedicated servers: headless export, dedicated_server feature tag, lobby/match state machines, CLI config, Linux/systemd deploy.
Authors Godot 4.3+ gameplay in C# with GodotSharp: partial classes, [Export] properties, [Signal] EventHandler delegates, ToSignal awaits, Variant marshalling, and GDScript…
Adds subtour-elimination to TSP, VRP, and pickup/dropoff routing MIPs with binary arc variables (MTZ, flow connectivity, DFJ subset cuts, or lazy iterative cuts).
Derives a missing workbook cell from a fully determined constraint: row/column remainder, YoY invert, share x total, CAGR endpoints, weighted-average sleeve, then…
Use when building games in Unreal Engine 5.x — C++ gameplay code, Blueprints, the Gameplay Framework (GameMode/Pawn/Character/PlayerController), Gameplay Ability System (GAS),…
Implements Godot 4.2+ management-sim and tycoon loops: tick-decoupled clocks, multi-resource economies, workers and facilities, demand, unlocks, and AStarGrid2D logistics.
Builds Godot 4.7 3D levels with GridMap/MeshLibrary cell placement, CSGCombiner3D prototyping, WorldEnvironment sky/fog, chunk streaming, and LOD.
Authors HLSL/GLSL shaders, G-buffer pass order, PBR/BRDF, HDR post chains (bloom/ACES/SSAO), and compute GPU particles or VAT.
Owns Godot 4.x branching conversation graphs: DialogueLine and DialogueChoice Resources, a DialogueManager AutoLoad, typewriter Tweens, tr() localization, and DisplayServer TTS.
Expert guide for Odoo Inventory: stock valuation (FIFO/AVCO), reordering rules, putaway strategies, routes, and multi-warehouse configuration.
Builds 2D HTML5 games with Phaser 3 + TypeScript + Vite (or a pinned CDN): scenes, Arcade/Matter physics, tilemaps, tweens, cameras, and a static dist/ bundle.
Router for YouTube/TikTok Shorts: local TTS, /localimage stills, Remotion assemble, optional cloud GPU, then /reviewresults.
Grok Imagine via SuperGrok Heavy in real Chrome (Playwright CDP). Prefer Video I2V with parallel fire (submit→close tab→next; harvest later); Image locks; Agent films; UUID…
Parses seismological formats (MiniSEED, SAC, QuakeML, StationXML) into ObsPy Stream/Trace, Catalog/Event, and Inventory objects.
Use when writing shaders or configuring rendering in Godot 4.x — covers the Godot shading language (GLSL-like), shader types (spatial, canvas_item, particles, sky, fog), vertex…
This skill should be used when the user asks for patterns, best practices, creation, or fixing of Sankhya dashboards using HTML, JSP, Java, and SQL.
Use when extending the Godot 4.x editor or configuring development tooling — covers EditorPlugin creation, @tool scripts, custom inspectors, docks and panels, EditorScript for…
How to implement internationalization (i18n) in React applications using react-i18next and i18next. Use this skill whenever the user wants to add multi-language support to a React…
Git-aware undo by logical work unit (track, phase, or task)