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概要と使いどころ

The universal v3 right-click menu (EditableContextMenu / NonEditableContextMenu). Use when adding a right-click menu to a surface, fixing a fake menu with no Copy or Export, a missing Download as Markdown, or a bespoke per-surface menu. NOT for an assigned rollout shard (use context-menu-rollout).

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。

armanisadeghi/ai-matrx32026年10月17日 更新

Relocating a live, still-used table to another Postgres schema with every reference intact. Use when asked to move or rehome a table into a schema, or to pull a table out of public into a domain schema. NOT for retiring a table (use db-deprecate-table).

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。

armanisadeghi/ai-matrx32026年10月17日 更新

The quick interview that captures a Domain's or major Feature's minimal (go-live) and final vision verbatim into its VISION.md. Use when a node shows VISION MISSING, a registry domain is ratified without a vision, gap analysis lacks a go-live bar, or on /domain-vision-interview <domain>.

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。

armanisadeghi/ai-matrx32026年10月17日 更新

Retiring a dead table by moving it to the deprecated schema and clearing every reference in both repos. Use when asked to deprecate or retire a table, when a table is no longer used, or to take a table offline without dropping it. NOT for relocating a still-used table (use db-move-table-schema).

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。

armanisadeghi/ai-matrx32026年10月17日 更新

The doctrine for turning a vision into a finished, verified, deployed system with near-zero owner involvement. Use when launching, coordinating, resuming, or working any large build, module, campaign, or multi-agent project, or when writing its launch prompt.

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。

armanisadeghi/ai-matrx32026年10月17日 更新

Putting a platform feature on the Board (/board) as an Add-menu item with its real component and full agent surface. Use when adding a feature, record type or 'X on the board', or editing features/board/items/** or a tile body.

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。

armanisadeghi/ai-matrx32026年10月17日 更新

End-of-task routine: health checks, fixes, then commit and push. Use when finishing a unit of work, or when the user says 'commit and push', 'ship it', 'get it ready', 'wrap up', or just 'do this' with no push instruction.

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。

armanisadeghi/ai-matrx32026年10月17日 更新

The provision for a call site: the exhaustive menu of values that place in the code can realistically produce. Use before creating or fixing a mandate or agent that reasons about more than its own input, when deciding whether an agent can answer at all with what it is sent, or when its output 'looks right' but nobody checked it could be. NOT for building the agent (use create-agent).

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。

armanisadeghi/ai-matrx32026年10月17日 更新

Locate CEconItemView::CEconItemView in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CEconItemView::CEconItemView" (symbol CEconItemView_CEconItemView). This is the CONSTRUCTOR of CEconItemView. Shortlist via allocation sites: callers of operator-new whose result is immediately stored with the CEconItemView vtable (RTTI), followed by zeroing and initialization of definition-index/quantity/attribute-list fields. Distinguish from subobject constructors of derived classes by the vtable identity. Trigger: CEconItemView_CEconItemView, CEconItemView::CEconItemView

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Locate CCSPlayerInventory::SendInventoryUpdateEvent in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CCSPlayerInventory::SendInventoryUpdateEvent" (symbol CCSPlayerInventory_SendInventoryUpdateEvent). Shortlist via functions constructing the inventory-full-update usermessage/event around m_pSOCache contents for the owning controller. The body packs the SO cache snapshot and sends it via the GC/usermessage path. Cross-check with callers in inventory-dirty flows (weapon paint mutations). Trigger: CCSPlayerInventory_SendInventoryUpdateEvent, CCSPlayerInventory::SendInventoryUpdateEvent

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Find and identify the CCSPlayer_ItemServices_DropActivePlayerWeapon virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the "drop the currently held weapon" vfunc by RTTI-walking the CCSPlayer_ItemServices vtable and confirming the candidate reads the player's active weapon and forwards it, with a computed toss velocity, into the weapon's own drop vfunc. Trigger: CCSPlayer_ItemServices_DropActivePlayerWeapon

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Locate CCSPlayer_MovementServices::Pawn in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices::Pawn" (symbol CCSPlayer_MovementServices_Pawn). This is a STRUCT MEMBER OFFSET (schema netvar), not a function. Resolve the CCSPlayer_MovementServices class layout via the schema/network system; the member must satisfy natural alignment. Cross-check with functions that dereference the member. Do not switch output schema: emit the structmember fields below even if the class turns out to be polymorphic - a func_*/vfunc_* payload for this symbol is rejected by canonical_symbol_yaml_bytes. Trigger: CCSPlayer_MovementServices_Pawn, CCSPlayer_MovementServices::Pawn

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Locate CCSBot::Profile in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSBot::Profile" (symbol CCSBot_Profile). This is a STRUCT MEMBER OFFSET (schema netvar), not a function. Resolve the CCSBot class layout via the schema/network system; the member must satisfy natural alignment. Cross-check with functions that dereference the member. Do not switch output schema: emit the structmember fields below even if the class turns out to be polymorphic - a func_*/vfunc_* payload for this symbol is rejected by canonical_symbol_yaml_bytes. Trigger: CCSBot_Profile, CCSBot::Profile

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Find and identify the CBaseEntity::TakeDamageOld function in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the legacy damage-application entry point by finding the code that references its self-identifying assert/warning message "CBaseEntity::TakeDamageOld: damagetype %d with info.GetDamageForce() == Vector::vZero". Trigger: CBaseEntity_TakeDamageOld

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Locate CBaseEntity::m_iTeamNum in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CBaseEntity::m_iTeamNum" (symbol CBaseEntity_m_iTeamNum). This is a STRUCT MEMBER OFFSET (schema netvar), not a function. Resolve the CBaseEntity class layout via the schema/network system; the member must satisfy natural alignment. Cross-check with functions that dereference the member. Trigger: CBaseEntity_m_iTeamNum, CBaseEntity::m_iTeamNum

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

create-pr

無料

Create a GitHub pull request from staged task changes or an already-committed current branch. Deliver source/config/ reference changes together with their computed source-owned `bin_artifacts` closure. PR validation routing is owned by the default-branch trusted workflow; snapshots, gamedata, and manifests are Release-derived only.

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Build an app with Remotion

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。

remotion-dev/cursor-plugin32026年10月16日 更新

Interacting with Mediabunny

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。

remotion-dev/cursor-plugin32026年10月16日 更新

Build an app with Remotion

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。

remotion-dev/agent-plugin32026年9月1日 更新

Interacting with Mediabunny

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。

remotion-dev/agent-plugin32026年9月1日 更新

One-click contribution flow for Open Design (nexu-io/open-design) — even for non-coders. Pick one of four cards (ship a Skill or Design System you made with OD; translate docs; fix a typo / write a blog; report a bug), the agent validates and opens a PR (or issue) for you. Trigger words contribute to open design, ship my OD skill, ship my OD design system, translate OD docs, report an OD bug, od-contribute.

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。

nexu-io/od-contribute32026年5月29日 更新

React composition patterns that scale. Use when refactoring components with boolean prop proliferation, building flexible component libraries, or designing reusable APIs. Triggers on tasks involving compound components, render props, context providers, or component architecture. Includes React 19 API 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。

thedaviddias/agent-forge32026年5月18日 更新

Toolkit for styling artifacts with curated themes (slides, docs, reports, HTML landing pages, and more). Use when you need consistent typography and color systems or want to generate a new theme on the fly.

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。

thedaviddias/agent-forge32026年5月18日 更新

sentry

無料

Use when the user asks to inspect Sentry issues or events, summarize recent production errors, or pull basic Sentry health data via the Sentry API; perform read-only queries with the bundled script and require `SENTRY_AUTH_TOKEN`.

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。

thedaviddias/agent-forge32026年5月18日 更新