Revisió de codi
Revisió i anàlisi automatitzades del codi
smart-commit
rohitg00
Run quality gates, review staged changes for issues, and create a well-crafted conventional commit. Use when ready to commit after making changes.
wrap-up
rohitg00
End-of-session ritual that audits changes, runs quality checks, captures learnings, and produces a session summary. Use when ending a coding session.
replay-learnings
rohitg00
Surface past learnings relevant to the current task before starting work. Searches correction history and patterns. Use when starting a task or saying "what do I know about".
netlist
Arcadia-1
"Semantic cleanup and curation of Spectre/SPICE transistor netlists for analog review or reusable reference circuits. Use when Codex needs to understand generated ADE/PEX netlists, split DUT/testbench/run decks, optionally strip layout-derived MOS tail parameters by reasoning, rename random nodes/instances into semantic names, or prepare clean comparator/opamp/SAR reference netlists. Scripts in this skill are checkers only, not primary cleanup engines."
migrate-postgres-tables-to-hypertables
timescale
Use this skill to migrate identified PostgreSQL tables to Timescale/TimescaleDB hypertables with optimal configuration and validation. Trigger when user asks to: - Migrate or convert PostgreSQL tables to hypertables - Execute hypertable migration with minimal downtime - Plan blue-green migration for large tables - Validate hypertable migration success - Configure compression after migration Prerequisites: Tables already identified as candidates (use find-hypertable-candidates first if needed) Keywords: migrate to hypertable, convert table, Timescale, TimescaleDB, blue-green migration, in-place conversion, create_hypertable, migration validation, compression setup Step-by-step migration planning including: partition column selection, chunk interval calculation, PK/constraint handling, migration execution (in-place vs blue-green), and performance validation queries.
find-hypertable-candidates
timescale
Use this skill to analyze an existing PostgreSQL database and identify which tables should be converted to Timescale/TimescaleDB hypertables. Trigger when user asks to: - Analyze database tables for hypertable conversion potential - Identify time-series or event tables in an existing schema - Evaluate if a table would benefit from Timescale/TimescaleDB - Audit PostgreSQL tables for migration to Timescale/TimescaleDB/TigerData - Score or rank tables for hypertable candidacy Keywords: hypertable candidate, table analysis, migration assessment, Timescale, TimescaleDB, time-series detection, insert-heavy tables, event logs, audit tables Provides SQL queries to analyze table statistics, index patterns, and query patterns. Includes scoring criteria (8+ points = good candidate) and pattern recognition for IoT, events, transactions, and sequential data.
positron-qa-verify
posit-dev
Generates clear, actionable verification guides for QA testing of Positron bug fixes and features
security-audit
cloudflare
Security guidance and vulnerability review for codebases, APIs, services, CLI tools, libraries, and daemons. Use for security questions, focused reviews, vulnerability research, security audits, or pen tests. Run the complete workflow only for explicit codebase audit or pen-test requests, full/comprehensive/end-to-end reviews, or requested report artifacts.
resume-ats-beater
fabricioctelles
Este skill deve ser usado para reescrever currículos com foco em compatibilidade ATS e impacto para recrutadores. Acionar em pedidos de otimização de currículo, melhoria para ATS, reescrita profissional do CV, adaptação para vaga-alvo, auditoria de compatibilidade ATS ou aumento de taxa de entrevista.
review-synthesis
jmagly
Escalation procedures: docs/escalation-process.md
scenario-maya-lookdev
scenario-labs
"Use when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a normal map that looks wrong, displacement with black holes or faceting, skin SSS, chrome and metals, glass or crystal, car paint, aiStandardHair, porting Standard Surface to OpenPBR, or a lookdev turntable with chrome and gray balls. Also when textures render washed out, too dark or plastic in Arnold."
scenario-blender-geometry-nodes
scenario-labs
"Use when building or debugging Geometry Nodes, headless or live: procedural modeling, scattering objects on a surface, arrays along a curve, repeat or for-each loops, simulation zones, 5.2 physics (cloth, colliders, forces, effectors), closures, bundles, matrices, node-group assets with gizmos. Also when a GN script links nothing, shows red links, ignores modifier inputs, loses instances in a bounding box, or a simulation resets or jumps."
scenario-zbrush-pose-print
scenario-labs
'Use when posing a sculpt or preparing it for 3D printing in ZBrush: "pose this character", Transpose Master, TPoseMesh, Gizmo posing with masks, ZSphere rig, Proxy Pose, weapon in the hand, stretching after posing, "3D print this", 1/6 scale statue, miniature, resin or FDM, hollowing, wall thickness, drain holes, keys and pins, cutting into parts, 3D Print Hub, Scale Master, Decimation Master, STL or 3MF, size in millimeters.'
scenario-blender-sculpting
scenario-labs
"Use when sculpting in Blender through Python: sculpt a head, face or bust, a stylized or cartoon character, a creature or a realistic portrait; block out from primitives; cut planes, a jaw or gonial angle, cheekbones; fix a jaw or face that looks like a ball or balloon; stylized hair clumps; eyelids; an expression or smirk; plan remesh or multires resolution; reproduce Clay Strips, Crease, Draw Sharp, Scrape, Grab or mask moves without a tablet; final clay renders; or when a sculpt operator crashes headless."
scenario-blender-rigging
scenario-labs
'Use when rigging a character, creature or prop in Blender through Python: "rig this character", Rigify metarig fitting or generation errors, automatic weights or "Bone Heat Weighting failed", weight painting fixes, clothes that do not follow, IK/FK switch, foot roll, twist bones, drivers and custom properties, corrective shape keys, a stylized face rig, a mechanical or hard-surface rig, or testing how a rig deforms.'
scenario-maya-modeling
scenario-labs
'Use when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when asked to "clean up this model" or a scene before rigging or UVs. Also for support loops vs bevels vs creases, Smart Bevel, weighted normals, hard edges, pinching or wobbly highlights, a faceted cage, flipped faces, a triangle budget, n-gons, non-manifold geometry, mirroring a half, a low poly from a high poly, or deformation-ready topology.'
scenario-zbrush-stylized
scenario-labs
"Use when sculpting a stylized or cartoon character, bust, collectible or toy in ZBrush (Overwatch, Fortnite, Disney look), judging shape language (S and C curves, parallel lines, 70/30, silhouette read at a distance), exaggerating proportions on purpose, keeping stylized planes crisp through subdivision, sculpting stylized hair (chunky clumps, curve tube strands, ClayPolish), or designing a figure for toy production (articulation, wall thickness, scale)."
scenario-unreal-materials
scenario-labs
'Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".'
scenario-godot-audio
scenario-labs
"Use when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D sound too quiet or not panning, reverb zones not working, occlusion, adaptive or interactive music (AudioStreamInteractive, layers, stingers), music loops with gaps, SFX that repeat, AudioStreamRandomizer, AudioStreamGenerator, import settings, or importing AI-generated music, SFX and voice from Scenario or ElevenLabs."
scenario-blender-retopology
scenario-labs
"Use when turning a dense sculpt, scan or AI-generated mesh into clean topology in Blender, for animation, subdivision or a game low poly with a triangle budget. Also when choosing between QuadriFlow or voxel remesh and manual retopo, placing loops around eyes, mouth and joints, deciding pole placement, setting up a Shrinkwrap cage, fixing volume loss after subdivision, preparing a low poly for baking, or auditing topology for spirals, 6-poles and triangles. Keywords: retopo, retopology, quad remesh, clean up an AI mesh, edge flow, low poly, bake prep."
scenario-blender-uv-baking
scenario-labs
"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."
scenario-blender-expert
scenario-labs
"Use when doing any 3D work in Blender through Python or an MCP bridge, headless or in a live session: modeling, sculpting a character or head, retopology, UV unwrapping, baking, texturing, rigging, animating, previs, geometry nodes, lighting and rendering, grease pencil, or finishing an AI-generated mesh into a production asset. Also when a bpy script fails on Blender 5.x API changes, a brush or sculpt operator fails or crashes headless, or a result has to be judged like a professional 3D artist would."
scenario-maya-lighting-rendering
scenario-labs
'Use when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold render is noisy" or fireflies, render settings and time budgets, AOVs, light groups and EXRs for Nuke, OIDN or noice denoising, ACES or OCIO color, renders that look flat or too dark, Render Setup layers, batch or command-line renders, or judging a lit frame like a lighting supervisor.'
scenario-zbrush-character-creature
scenario-labs
'Use when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores, wrinkles or reptile and dragon scales with alphas, Surface Noise, layers or morph targets, planning subdivision or HD Geometry for a film close-up, reprojecting detail, sculpting cloth folds or running Dynamics cloth, growing FiberMesh fur or hair, making horns, or judging a character sculpt the way a senior character artist would.'