Check Screenpipe health status, process state, and diagnose common issues
日本語の概要は準備中です。原文の説明を表示しています。
1,286 件 ・ 人気順
概要と使いどころ
Check Screenpipe health status, process state, and diagnose common issues
日本語の概要は準備中です。原文の説明を表示しています。
Hourly warehouse health sweep for {{warehouse_schema}}. Checks every monitored table's freshness against its SLA, compares row counts to the table's own trailing baseline, diffs the schema for drift, and checks for failed or stalled loads. Posts anomalies to {{alert_channel}} and drafts a GitHub issue in {{incident_repo}} with the likely cause. Read-only across the warehouse — never modifies data, tables, or pipelines.
日本語の概要は準備中です。原文の説明を表示しています。
Periodically check WandB metrics during training to catch problems early (NaN, loss divergence, idle GPUs). Avoids wasting GPU hours on broken runs. Use when training is running and you want automated health checks.
日本語の概要は準備中です。原文の説明を表示しています。
Answer "what's breaking" questions from Sentry — find the right org and project, search issues and events with the vocabulary Sentry uses, and report what is actually firing rather than the first hit. Use when the user asks what errors are happening, whether something is stable, what changed since a release, or for any health summary of a service.
日本語の概要は準備中です。原文の説明を表示しています。
Launches a CARLA RPC server a carla.Client can connect to, working out for itself what you pointed it at — a downloaded/extracted release, a package cooked inside a checkout, or a source checkout run through the UE4 editor — headless or windowed, and shuts it down cleanly. ROS2=1 starts it with the native ROS 2 interface active (--ros2, --rmw=fastdds/cyclonedds/zenoh, --ros-domain-id). Use when the user asks to "run/start the CARLA server", "boot CARLA headless", "launch CARLA with a window", "run the CARLA I downloaded", "start CARLA with ROS2 enabled", or "serve a packaged CARLA build".
日本語の概要は準備中です。原文の説明を表示しています。
Starts a CARLA UE 5.8 server from a ue58-dev tree — the editor binary in -game mode (the working headless server), the packaged shipping build, or the full editor — with offscreen/nullrhi rendering, custom RPC and streaming ports, and native ROS 2 via the single-dash -ros2 flag. Probes a running server, and stops one cleanly despite the 15-character process-name truncation. Use when the user asks to "run/start CARLA UE5", "launch a ue58 server", "run headless", "publish ROS 2 topics from UE5", or a client cannot reach the simulator.
日本語の概要は準備中です。原文の説明を表示しています。
Builds CARLA on Unreal Engine 5.8 from the ue58-dev branch using its CMake build system — configure a preset, then build the carla-unreal / carla-unreal-editor / carla-python-api-install / launch targets — with ROS 2, DLSS, RSS and cook-scope options, and the engine-side build of the CarlaUnreal UE 5.8 fork. There is no Makefile and no Util/BuildTools in this tree, so every UE4 `make` recipe is invalid here. Use when the user asks to "build CARLA UE5", "build ue58-dev", "compile CARLA with cmake", "rebuild the Python API", or hits a CMake configure or target failure.
日本語の概要は準備中です。原文の説明を表示しています。
Gets a custom map into CARLA on UE 5.8 — the four distinct routes and which one to pick — via Util/Tools/Import.py for FBX+OpenDRIVE assets into a source build, CARLA_MAPS_TO_COOK to ship a map inside a package, or client.generate_opendrive_world() for an OpenDRIVE-only map at runtime with no build at all. Covers where imported assets land, why an imported map cannot be loaded from a package by name, and the four capabilities the UE4 skill has that ue58 lacks — standalone asset packages, their installer, semantic-material tagging, and a pedestrian navmesh that is generated but silently skipped. Use when the user asks to "import a map", "add a custom map", "load my .xodr", "package my own town", or "create a standalone map package".
日本語の概要は準備中です。原文の説明を表示しています。
Builds CARLA (branch ue4-dev, Unreal Engine 4.26) from source on Linux end-to-end — UE4 fork, the Carla server (editor C++ modules), the LibCarla Python client wheel, and content — then verifies them against a from-source server. Optionally builds the native ROS 2 interface in (ROS2=1 → --ros2, Fast-DDS/CycloneDDS/Zenoh), which is compile-time only and cannot be enabled later. Use when the user asks to "build CARLA from source", "compile CARLA ue4-dev", "set up CARLA on Ubuntu (incl. 24.04)", "build CARLA with ROS2 support", or "produce a CARLA server + client wheel". Cooking a distributable Dist/ package is a separate skill (package-carla-ue4); running the build is run-carla-server.
日本語の概要は準備中です。原文の説明を表示しています。
Imports a custom RoadRunner map (FBX geometry + XODR OpenDRIVE) into a CARLA source build as a drivable map — reads the map from the directory the user names, runs CARLA's Import.py to cook the level, Traffic Manager graph and (standard maps only) pedestrian navmesh, and verifies it loads on a server. Handles both standard maps and large tiled maps; large maps get no navmesh, matching upstream CARLA. Use when the user asks to "import a map into CARLA", "add a custom/RoadRunner map", "ingest an FBX+XODR map", "make import", bring in a "large/tiled map", or fix missing walkers / a missing pedestrian navmesh.
日本語の概要は準備中です。原文の説明を表示しています。
Cooks and packages CarlaUE4 into distributable tarballs under Dist/ — either the full simulator or a standalone asset package of selected maps and props for later import. ROS2=1 keeps the native ROS 2 interface in the cooked package (a plain cook silently drops it). Use when the user asks to "package CARLA", "make a Dist build", "cook the project", "export a map as a package", "package CARLA with ROS2", or needs a build with working camera and lidar sensors.
日本語の概要は準備中です。原文の説明を表示しています。
Use when building game systems, implementing Unity/Unreal Engine features, or optimizing game performance. Invoke to implement ECS architecture, configure physics systems and colliders, set up multiplayer networking with lag compensation, optimize frame rates to 60+ FPS targets, develop shaders, or apply game design patterns such as object pooling and state machines. Trigger keywords: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI.
日本語の概要は準備中です。原文の説明を表示しています。
当用户困惑「为什么有人攻击我/为什么大家卷来卷去/我怎么不在乎别人眼光/为什么妒忌」时调用。 核心理念: 人生同时存在零和地位游戏、正和财富游戏、单人游戏; 识别你玩的是哪种游戏, 避免地位游戏, 回到内在记分卡。 不适用于: 具体竞争策略制定(如何赢下某个比赛)。 Triggers: 地位/攀比/内卷/妒忌/别人怎么看我/零和/单人游戏/status game/envy
日本語の概要は準備中です。原文の説明を表示しています。
Read when a terminal-tools call returned something surprising — empty stdout despite no error, exit_code is null, output_handle came back expired, "too many jobs" / "session busy" / "too many PTYs", warning was set unexpectedly, semantic_status disagrees with exit_code. Diagnostic recipes only — load on demand. Don't preload; the foundational skill covers the happy path.
日本語の概要は準備中です。原文の説明を表示しています。
Diagnose planning directory health and optionally repair issues
日本語の概要は準備中です。原文の説明を表示しています。
CVM 实例健康诊断,采用智能快速/深度检查模式。涵盖性能和使用问题专业检查、诊断、和修复。支持服务器、PC、虚拟机、容器场景,支持 Linux/macOS/Windows。
日本語の概要は準備中です。原文の説明を表示しています。
Bluetooth Low Energy (BLE) attack methodology — GATT enumeration, characteristic read/write without auth, pairing downgrade (Just Works forced), LE Secure Connections bypass, MITM via active relay, sniffing with Sniffle (TI CC1352) / Ubertooth / Frontline, encryption key extraction (LE Legacy Pairing crackable, LE Secure Connections strong), proximity authentication abuse (cars, locks), and companion-app trust analysis. Use for IoT BLE devices, smart locks, fitness trackers, medical devices, BLE beacons, or any device pairing over BLE.
日本語の概要は準備中です。原文の説明を表示しています。
Help engineers evaluate a local skill or plugin, explain why it scored that way, show what to fix first, measure real token usage, benchmark starter scenarios, or decide what to run next. Use when the user says things like "evaluate this skill", "give me an analysis of the game dev skill", "why did this score that way", "what should I fix first", "measure the real token usage of this skill", or "what should I run next?".
日本語の概要は準備中です。原文の説明を表示しています。
Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.
日本語の概要は準備中です。原文の説明を表示しています。
Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.
日本語の概要は準備中です。原文の説明を表示しています。
Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.
日本語の概要は準備中です。原文の説明を表示しています。
Submit compact Bgee SPARQL requests for healthy wild-type expression metadata and ontology-aware lookup patterns. Use when a user wants concise Bgee summaries; save raw results only on request.
日本語の概要は準備中です。原文の説明を表示しています。
Generate and normalize 2D sprite animations. Use when the user asks for full-strip generation from approved source frames, consistent anchor and scale normalization, or preview assets for browser-game animation.
日本語の概要は準備中です。原文の説明を表示しています。
Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.
日本語の概要は準備中です。原文の説明を表示しています。