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「comp」の検索結果

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概要と使いどころ

Recipe for creating or changing a floating window panel. Use when adding a window, editing a window component, adding persistence, onCollectData, or ephemeral mode, wiring the Tools grid, or a window fails to restore after reload. NOT for WindowPanel drag/resize/tray internals (use window-panels).

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15日 更新

Pipeline that turns a big system idea into briefs for an agent fleet. Use when Arman says 'let's plan out X', 'build or overhaul the X system', 'create the vision and plan for X', 'do the full discovery process', 'get this ready for a fleet', or 'do what we did for education', or when carrying forward a VISION, COMPETITIVE_INSIGHTS, roadmap, or briefs doc. NOT for one feature in a live system (use build-sub-feature).

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15日 更新

Extract exactly what the person typed in a Claude Code session (script, no agent context spent), have a fresh agent write a faithful structured summary under it, and optionally have an adversarial agent judge whether the working agent is still on track. Use at a checkpoint, before a handoff, after a compaction, when a long session may have drifted from what the owner asked, or when told to 'summarize what I said' or 'check we're on track'.

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15日 更新

The Shape System — the content_ir kind registry for structured content. Use when adding, activating, or rendering a kind/shape, writing `__kind` JSON, kind schemas or samples, XML-tag/fence detection surfaces, kind components, workflow node input_kind/output_kind, or binding agent output to a kind.

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15日 更新

Lifecycle for AI Matrx agent-aware UI surfaces. Use when creating a surface in features/surfaces/manifests/, or completing or repairing one that is partial, stubbed, unregistered, missing runtime context or context menus, or not agent-wired. NOT for certifying a surface (use surface-check).

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15日 更新

react-resizable-panels v4 rules for this SSR codebase. Use when importing react-resizable-panels (PanelGroup and PanelResizeHandle are v3 names), editing components/ui/resizable* or features/code/layout/, building a split-pane, sidebar, or drag-handle layout, or persisting or toggling panel sizes.

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15日 更新

Cross-app save-to-notes components and patterns. Use when adding save-to-notes to a feature, wiring overlay note capture, editing features/notes/actions/ or its consumers, or using QuickCaptureButton, SaveToScratchButton, SaveSelectionButton, QuickNotesSheet, CategoryNotesModal, or openSaveToNotes.

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15日 更新

Discovery batch that grows the Provider Access Launch queue. Use when asked to find more user-connected OAuth, API, API-key, remote MCP, marketplace, or partner-access campaigns for a capability, provider family, MCP/plugin catalog, or competitive gap. NOT for client Local Listings distribution.

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15日 更新

Redux Toolkit selector rules against re-renders, recalculation warnings, and render loops. Use when writing useSelector/useAppSelector or createSelector, deriving state in a connected component, or seeing 'Selector returned a different result when called with the same parameters'.

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15日 更新

next/dynamic code splitting and build-graph cost; first stop for build failures. Use before lazy-loading or deferring a heavy component, adding a dynamic import, React.lazy, or ssr: false; on 'window is not defined' or a hydration mismatch; shrinking the bundle; or on 'build failed', OOM, SIGKILL, a slower build, or 'Collecting page data'.

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15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15日 更新

Migrating custom icon buttons to TapButtons. Use when replacing a raw <button>, IconButton, or className-styled icon; migrating header, toolbar, or footer icons; lazy-splitting a button's highlight decoration; or on 'tap targets', 'efficiency update', 'lazy split', or making a small component production-ready.

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15日 更新

iOS-native mobile web UX rules. Use when building any UI component, fixing mobile issues, reviewing responsive code, or touching viewport heights (dvh vs h-screen), safe areas, Dialog vs Drawer, tabs on mobile, touch targets, or input zoom.

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15日 更新

The staged pipeline that turns any API, provider payload, scrape, or computed result into registered, rendered platform kinds. Use on 'create kinds for X', 'distill X into kinds', 'point yourself at API X', or as a stage (A/B/V/D/C) of a running data-to-kinds run. NOT for consuming existing kinds (use aidream's workflow-io-kinds / matrx-frontend's shape-system).

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15日 更新

Locate CCSPlayerPawn::SetEyeAngles in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayerPawn::SetEyeAngles" (symbol CCSPlayerPawn_SetEyeAngles). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSPlayerPawn_SetEyeAngles, CCSPlayerPawn::SetEyeAngles

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 CCSPointScript_OnCustomHudClicked in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPointScript_OnCustomHudClicked" (symbol CCSPointScript_OnCustomHudClicked). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSPointScript_OnCustomHudClicked, CCSPointScript_OnCustomHudClicked

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::GetItemInLoadout 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::GetItemInLoadout" (symbol CCSPlayerInventory_GetItemInLoadout). Non-virtual inventory method resolving a player's loadout item. Shortlist via callers inside CCSPlayerInventory code that walk the loadout item cache (m_pSOCache / CGCClientSharedObjectCache), and via the CSO/econ loadout message paths. The function takes an item definition index + loadout slot and returns the matching CEconItemView — the body iterates a small item list comparing definition indices and loadout slots. Trigger: CCSPlayerInventory_GetItemInLoadout, CCSPlayerInventory::GetItemInLoadout

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_GiveNamedItem virtual function, the CCSPlayer_WeaponServices_Weapon_GetSlot helper, and the CBasePlayerPawn_RemovePlayerItem helper in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate GiveNamedItem by RTTI-walking the CCSPlayer_ItemServices vtable, then to locate the other two by decompiling the already-known CCSPlayer_ItemServices_GiveDefaultItems anchor and matching its callees' argument shapes and inventory-slot bookkeeping semantics. Trigger: CCSPlayer_ItemServices_GiveNamedItem, CCSPlayer_WeaponServices_Weapon_GetSlot, CBasePlayerPawn_RemovePlayerItem

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

Find and identify the CCSPlayerController_Respawn virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the Respawn vfunc slot by RTTI-walking the CCSPlayerController vtable and confirming the candidate's decompiled body performs a full controller-state reset (networked flags, per-round fields, comeback/damage-info bookkeeping) rather than any other lifecycle vfunc. Trigger: CCSPlayerController_Respawn

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_WeaponServices::GetSlot 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_WeaponServices::GetSlot" (symbol CCSPlayer_WeaponServices_Weapon_GetSlot). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSPlayer_WeaponServices_Weapon_GetSlot, CCSPlayer_WeaponServices::GetSlot

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 CCSGameRules::SameMapTeardown in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSGameRules::SameMapTeardown" (symbol CCSGameRules_SameMapTeardown). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSGameRules_SameMapTeardown, CCSGameRules::SameMapTeardown

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 CCSPlayerController::HandleCommand_JoinTeam in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayerController::HandleCommand_JoinTeam" (symbol CCSPlayerController_HandleCommand_JoinTeam). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSPlayerController_HandleCommand_JoinTeam, CCSPlayerController::HandleCommand_JoinTeam

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_WeaponServices_EquipWeapon function and the CCSPlayer_WeaponServices_CanUse virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the weapon-equip helper and the "is this weapon usable right now" vfunc by RTTI-walking the CCSPlayer_WeaponServices vtable and confirming each candidate's decompiled body against the known CCSPlayer_WeaponServices_PickupItem anchor's callee shapes. Trigger: CCSPlayer_WeaponServices_EquipWeapon, CCSPlayer_WeaponServices_CanUse

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