结构化 git commit message 生成工作流,适用于显式 commit message、提交说明或 commit-msg 场景;不负责实际执行 git commit。
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。
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结构化 git commit message 生成工作流,适用于显式 commit message、提交说明或 commit-msg 场景;不负责实际执行 git commit。
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。
Install cuOpt for Python, C, or server via pip, conda, or Docker; verify the install. For building cuOpt from source, see cuopt-developer.
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 a technical founder build whatever they want on Claude Managed Agents — an internal worker, a piece of their product, a customer-facing agent. Find out what they want to build, scope a v0, launch it in their account, grade it, iterate, and (if it should run on a clock) put it on a scheduled deployment, with everything bigger laid out as v1/v2. Use when a founder says "launch my agent", "/launch-your-agent", "build me a managed agent", or wants to build something on CMA. Keywords: managed agents, CMA, founder, launch, scheduled deployment, outcome rubric.
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。
Design and run risk-targeted robustness, sensitivity, error, and baseline checks for an approved mathematical model, emitting compact machine evidence in lean mode and a final report in submission mode.
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。
RenderDoc GPU frame-capture analysis — headless .rdc capture, batch deserialization, frame reports and full-text search scripts, plus the manual Event Browser / Pipeline State / shader-debug workflow. Use when an image is wrong (missing, black, NaN, wrong color, flickering), when pipeline state or resource contents need ground truth, or when a frame looks slow.
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。
Compile hand-written native compute shaders and dispatch them from a Stream through NativeShaderExt — HLSL on dx/vk (DXC), GLSL on vk (glslang), CUDA C++ on cuda (NVRTC) — covering compile/reflect/load, NativeShaderLauncher binding by index/register+space/positional, uniforms (root constants / push constants / scalar kernel params), the per-argument Usage contract, include dirs, and lifetime.
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。
Debug crashes and test failures via stack-traces, host/device logging, DSL buffer inspection, and add_debug_checks kernel restrict-mode guards.
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。
Manual AST construction with FunctionBuilder for kernels and callables without DSL sugar.
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。
SVG generation via DAX measures and extension measures with ImageUrl data category for inline visualizations in PBIR reports, including ready templates for matrix and table cells, new card images and per-button images on the new button slicer. Automatically invoke when the user mentions "SVG visual", "DAX sparkline", "SVG measure", "inline graphics with DAX", "ImageUrl data category", "extension measure", or asks to create any DAX-generated chart (progress bars, bullet charts, KPI indicators, data bars, gauges, donut charts, lollipop charts, dumbbell charts, status pills, overlapping bars, boxplots, IBCS bars, jitter plots, box-and-whisker charts).
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。
When the user wants to plan cold start, get first users, or launch a new product with zero traction. Also use when the user mentions "cold start," "cold start problem," "first users," "seed users," "finding users," "finding early users," "Fiverr Upwork," "comment outreach," "Twitter search users," "product launch strategy," "0 to 1 growth," "early-stage acquisition," "launch channels," "get first customers," "Product Hunt launch," "AppSumo," "LTD," "indie hacker," "bootstrapping," or "solo founder." For directory listing copy and submissions, use directory-submission. For Product Hunt day-of execution, use product-hunt-launch. For GTM motion design, use gtm-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。
Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'.
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 making a trailer, cutscene, cinematic or short film in Unreal Engine 5.8 with Sequencer: shot lists, master and shot sequences, cameras, lenses, depth of field, camera cuts, spawnables, character animation in shots, per-shot lighting, Movie Render Graph or Movie Render Queue EXR renders, "render darker than the viewport", "first frames pop", "last frame missing", ACES or OCIO to DaVinci Resolve, the 180-degree rule, Sequencer Python, or reviewing a cut.
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 a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks, root motion, foot sliding, IK and Animation Rigging, Playables, Timeline cutscenes, custom tracks and markers, Cinemachine 3 cameras, camera jitter, flipping blends or cameras hitting walls; or when clips import with no animation, a character T-poses, an idle drifts, feet slide or the head misses its aim target.
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 turning a script or story into previs, layout, storyboards or an animatic in Blender: beats to shot list, camera and lens per shot, staging, camera height, 180-degree rule, screen direction, shot sizes, when to cut, camera moves, timing stills in the Video Sequencer, markers bound to cameras, Story Tools, Grease Pencil or 2D/3D hybrid boards. Also when an animatic shows the wrong frame, blocking keys are not stepped, Rigify operators are missing, or viewport render fails headless.
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 grooming hair or fur in Maya with XGen (Interactive Groom splines or legacy descriptions): scalp hair, eyebrows, eyelashes, fur, guides, clumps, noise, parting, density maps, a fill layer, aiStandardHair shading, noisy or flickering hair renders, hair that must move (Linear Wire, nHair, Alembic caches), or a groom for Unreal (groom Alembic, cards). Also when XGen hair looks CG, clumps look uniform, the scalp shows through, or an XGen script fails.
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 a Scenario user wants to report a bug or request a change, on the public tracker at github.com/scenario-labs/skills or by email to support@scenario.com: turning a failed generation, MCP tool error, or unclear skill into a reproducible report, collecting trace ids with diagnostics_run, stripping keys, signed asset URLs, and personal data, asking before sharing a team or project id, or building a prefilled issue URL. Keywords: file an issue, feature request, feedback.
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 the user gives a topic and wants an automated video podcast created, or asks to learn visual design patterns from a reference video/image. Produces 4K video via research → script → TTS → Remotion → MP4 + BGM.
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。
Internal implementation skill invoked by /add-native for camera, image picker, barcode scanner, QR scanner, and camera/gallery Dataverse artifact workflows.
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。
Force-links a development or target environment to a Power Platform Pipelines host, overriding any existing association with a previous host. Use when creating a deploymentenvironments record fails with "this environment is already associated with another pipelines host", or when intentionally migrating an environment from one host to another (e.g., Platform Host → Custom Host, or between two Custom Hosts). Calls the documented `ManageEnvironmentStamp` Dataverse action (the API behind the "Force Link" button in the Deployment Pipeline Configuration app). DESTRUCTIVE to the previous host: makers lose access to any pipelines in that host that used this environment. Reversible by running Force Link from the previous host. Use when asked to: "force link environment", "force-link to new host", "switch pipelines host", "environment already associated with another host", "take over pipelines association", "relink environment to host".
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。
Check Power Platform environment routing status and understand default environment resolution. Use when the user asks about environment routing, developer environments, or new maker landing. Routing is configured in the admin center, not here. NOT for listing flows or managing connections.
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 and edits a model-driven Power Apps app from a natural-language intent — tables, columns, relationships, adaptive forms with sub-grids, views, Choice-column charts, business rules, business process flows, generative page intents for overview/dashboard surfaces (page `.tsx` generated in generate-pages after plan approval), and an app module + sitemap — via the headless cds-maker-sdk. Runs an interactive, multi-turn authoring flow (env selection, jobs-to-be-done first, then design-only App Spec authoring across confirmed levels, guardrail lint, plan-mode approval, generate-pages, full build) and a narrated build, and can download a deployed app back into an editable spec to change it. Use when the user says "build an app for X", "create a model-driven app", "make me an app to manage Y", "add a business process flow", or "edit/add to my app". This skill stands alone and does not require /genpage — but for a standalone generative page added to an app that already exists, use /genpage instead.
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 Trellis channel for live multi-agent collaboration, spawned workers, cross-agent review, progress inspection, forum channels, and channel log 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。
Map stakeholders, decision rights, influence and blockers from supplied evidence. Use when ownership is unclear or the stakeholder landscape changes.
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。
Expert ITAR compliance advisor for US defense contractors, exporters, and manufacturers. Use this skill for any question about 22 CFR Parts 120-130, the United States Munitions List (USML), DDTC registration, export license applications (DSP-5/73/94), Technical Assistance Agreements (TAA), Manufacturing License Agreements (MLA), brokering regulations (Part 129), deemed export rules for foreign nationals, technology control plans, voluntary disclosures, violation mitigation, jurisdiction determination (ITAR vs EAR), or US Munitions List category scoping. Trigger even if the user doesn't say "skill" — any ITAR or US defense export control question should use this skill.
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。