호출자가 익혀야 할 사용법은 줄이고 복잡한 처리는 내부에 모으는 모듈 설계를 돕습니다. 공통 용어와 판단 기준으로 사용 편의성과 테스트 용이성을 검토합니다.
- 모듈 호출 방법 간소화
- 흩어진 복잡한 처리 통합
- 구현을 교체할 위치 검토
200건 · 관련도순
호출자가 익혀야 할 사용법은 줄이고 복잡한 처리는 내부에 모으는 모듈 설계를 돕습니다. 공통 용어와 판단 기준으로 사용 편의성과 테스트 용이성을 검토합니다.
Plan HyperFrames videos so motion flows continuously between scenes. Match movement direction and speed across cuts, connect actions through visible causes, and verify scene boundaries while keeping each scene active through meaningful reveals or interactions.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Fix white flashes and blending problems between scenes in HyperFrames videos. This skill explains background setup, overlapping scene containers, final-frame holds, and timeline templates so transitions render with the intended appearance.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Make specific C# behavior testable by adding a minimal way to replace time, randomness, or other external dependencies. Preserve public APIs and production behavior, then run repeatable tests without real file access or waiting.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
MUST USE for C#/.NET deterministic tests that require the smallest production seam for DateTime/Task.Delay/File/Environment/Guid/Random, static API preservation, nested/parallel overrides, or no real I/O. USE ONLY when the target workspace contains C# source plus a .csproj or .sln. DO NOT USE for audits, bulk migration, code that already has an injectable seam, or an explicit migration to a user-named existing abstraction (migrate-static-to-wrapper). Use instead of general test generation when the requested test is impossible without a production edit and seam selection is still open.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Create, implement, or review seam craft work with format, accessibility, performance, and visual-verification controls. Use when the requested deliverable depends on seam craft.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Derive an execution roadmap from a project's vision/spec docs by first principles, then diff that fresh derivation against the existing roadmap to prove the task ORDER is correct. Use this whenever the user wants to review, validate, re-derive, or sanity-check an execution roadmap or delivery plan; asks whether the tasks/epics are "in the right order"; suspects a task is scheduled before its prerequisite (a producer-after-consumer / dependency-inversion error like "OpenAPI after the web client that consumes it", OR a cross-cutting inherited default like observability/auth/tenancy scheduled after the feature work that inherits it — a seam-after-consumer error); wants to find missing tasks, circular dependencies, or over-fragmented epics; or wants to compact a plan to raise velocity. Also trigger on "review the roadmap", "re-derive the plan from the spec", "is this the right build order", "check the dependency graph of our epics", "which task should come first". It reads the vision + spec corpus, decomposes actors → use-cases → modules → epics → typed tasks, identifies cross-cutting inherited-default seams, builds a real dependency graph with hard + soft (seam) edges (deterministic helper), breaks cycles, topologically orders, compacts, and emits a derived roadmap PLUS a delta report against the current one — it never blindly overwrites a hand-crafted roadmap.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Review module relationships and change history to identify structural improvements in a codebase. Receive ranked candidates with file references, suggested changes, and risks, plus a recommendation for where to start, without modifying code.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Develop behavior through one failing test and one minimal implementation at a time. Tests use agreed interfaces and expected results from specifications or documented examples, producing evidence of both failure and success, including for bug fixes.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Prepare generated or hand-drawn artwork for a game's required file layout, dimensions, colors, and transparency. Create sprite sheets, assemble animation frames, and render 3D models into consistent views for use as game images.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Create game assets through fal.ai, including sprites, textures, 3D models, sound effects, music, voices, and video clips. Guides consistent visual variations, file conversion, model selection, and generation records so assets can be traced and regenerated.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Add controllable rain, storms, and snow to Three.js scenes. Coordinate visible precipitation, lightning with delayed thunder, accumulating snow, wet ground, puddles, and seamless ambient audio while sharing particle resources across changing weather states.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Implement fog of war, an effect that conceals unseen areas, in Three.js action games. It combines soft visual boundaries with obstacle-aware visibility rules for targeting and combat, plus performance tuning and testing guidance.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Build woven fabric in Three.js with visible threads, realistic sheen, seams, and thick hems. The skill covers folds that preserve texture proportions, light passing through thin cloth, and variations in dye and wear.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Make C# code testable when it directly uses static services such as time, files, or processes. It introduces existing abstractions or minimal wrappers, supplies dependency registration, and demonstrates tests with controlled substitutes for real resources.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Discipline for the seam between two SDKs (or two sides of one contract) that the same hand writes. The failure mode: "we own both sides" produces dirty contracts no foreign reviewer would accept. The exercise: pretend the other side is FFI, IPC, or a network protocol you cannot rewrite. Spawn an adversarial subagent profiled as the producer's maintainer; negotiate the change as a feature request, not a PR. Companion to $sdk-design. Language-agnostic — applies to a TS package + its consumer, a Rust crate + its WASM binding, two services sharing a wire format, or any other boundary the same author writes both ends of.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Safely change and test untested codebases using Feathers' "Working Effectively with Legacy Code". Use when the user mentions "legacy code", "no tests", "untested codebase", "how do I test this", "seams", "characterization tests", "golden master", "sprout method", "afraid to change this code", "monster method", "dependency breaking", or "inherited a messy codebase". Also trigger when changing code without tests safely, getting a class under test when constructors, statics, or singletons block it, adding features to tangled modules, or planning incremental test coverage for an old codebase. Covers the legacy-code change algorithm, seams, characterization tests, sprout/wrap, and dependency-breaking techniques. For refactoring code that already has tests, see refactoring-patterns. For day-to-day code quality, see clean-code.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Composite a generated creator track into a product layer, per beat — in the creator's zone on split beats (either side of a seam), full frame on creator beats, hidden on product beats — with the creator's voice as the audio (loudness -14 LUFS) and an optional ducked music bed, or a music-only or silent master for voiceless formats. Free, local ffmpeg. Pairs with footage-cutlist (the layer) and create-creator-takes-h3 (the creator). Use for split-screen (with an optional zoom and brand-colour seam bar), screen-insert and any creator-over-product format.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR materials (albedo, metallic, roughness, normal) on 3D assets, retexturing a mesh, material iteration from reference images, texture upscaling that must preserve tiling, or sizing textures for game engines. Keywords: seamless texture, tileable, PBR, material, retexture, texture upscale, surface.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes. Also when a bake has black or inverted patches, flat areas, cracks, seams, wavy lines or AO ghosts, bpy.ops.object.bake returns CANCELED, or uv.unwrap silently fails.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
DO NOT USE when the target already consumes an injected interface or built-in abstraction such as IFileSystem or TimeProvider, even if the request says "generate a wrapper"; no new wrapper is needed. Use only when C# source calls an ambient/static dependency and no injectable seam exists: first-time TimeProvider, IHttpClientFactory, or System.IO.Abstractions adoption; minimal Environment/Console/Process wrappers; IProcessRunner; DI registration; or an ambient seam that preserves a static API. Exclude static detection (detect-static-dependencies), migration to an existing/registered abstraction (migrate-static-to-wrapper), one blocked behavior plus deterministic tests (testability-obstacle), and general interface design.
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One file, one job, and short enough to hold in your head. Covers the size policy (hard-split over 300 lines, split 200 to 300 at a seam, aim for 150), what a natural seam is and where to cut, the exemptions, the dependency rules that decide where the split lands, and the signals that a file is already two files. Use before adding to a file that is already long, when naming a new file, when a function has nowhere obvious to live, or when a review says a file is doing too much. Triggers - "this file is too long", "where should this go", "split this file", "is this file too big", "one responsibility".
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High Availability control plane for Yuzu — the canonical entry point for any work on ADR-2002 (active-active server tier, gateway-fronted routing, Postgres-backed coordination seam, HA Postgres storage). Use when the user says "/ha", "/high-availability", "/ha-matrix", asks to plan or implement an HA workstream (WS-0…WS-14), asks "what's our HA gap" or "is it safe to run a second replica yet", asks to audit HA readiness, or starts work touching the coordination seam (leader election / fenced epochs / transactional outbox), gateway intra-cluster routing, shared `AgentRegistry` presence, PKI/CA HA, or the `deploy/docker/*ha*` / `scripts/ha/` surface. The skill bundles the two-axis model, the safe-to-scale gate, the delivery matrix (current-state + reviewers + status), the per-workstream workflow, and the load order for the routed reference docs.
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TUI 첫-프레임 타이밍 리뷰: 마커 정직성 + 지연 seam 재현
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.