Loading...
Loading...
Found 3,980 Skills
Resolve `/flag` style requests into the right LaunchDarkly flag lookup flow. Use when the user types `/flag`, asks to quickly find a flag by name/key, wants a direct flag detail summary, or needs fast disambiguation between similar flags.
Use when adding Auth0 login, logout, or deep linking to an Ionic Vue app with Capacitor. Integrates @auth0/auth0-vue with Capacitor Browser and App plugins for native iOS/Android.
Use when adding session-based login, logout, or user profile to a PHP web application. Integrates auth0/auth0-php — use even if the user says "add login to my PHP app".
Use when upgrading an Android app's Auth0 SDK (com.auth0.android:auth0) to the next major version. Detects the current version, checks prerequisites, and applies only the breaking changes that affect the project's real call sites. Use even if the user just says "update my Auth0 Android SDK" or "migrate to Auth0 Android v4".
Use when customizing the look of Auth0 Universal Login to match a brand — changing colors, logo, fonts, page layout, or login text. Also use when resetting branding to defaults or checking if branding is wired up end-to-end. Does not cover full custom UI screens — use acul-screen-generator for that.
Use when protecting Laravel API endpoints with JWT Bearer token validation or scope checks. Integrates auth0/login with the AuthorizationGuard for stateless APIs receiving access tokens.
Author, refresh, or repair the changelog entry for the current branch — derive metadata, write the frontmatter and grouped body, run the deterministic enrichment scripts, and validate against the changelog contract. Use when asked to write or update a changelog entry, refresh an entry after new commits, or as the changelog step inside a ship/PR flow. Detects an existing entry for the branch (idempotent update-vs-create), keeps `created_at` sacred, leaves post-merge fields to the release step, and validates with a zero-dependency Node script.
Set up a Godot 4.x 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.
Build event-driven, decoupled Godot 4.x gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.
Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and feel features like input buffering and coyote time, plus accessibility. Engine-neutral. Use when the user mentions input mapping, rebind controls, gamepad support, deadzone, input buffering, coyote time, or accessible controls.
Guide for authoring Pulumi ComponentResource classes. Use when creating reusable infrastructure components, designing component interfaces, setting up multi-language support, or distributing component packages.
AWS CloudWatch monitoring for logs, metrics, alarms, and dashboards. Use when setting up monitoring, creating alarms, querying logs with Insights, configuring metric filters, building dashboards, or troubleshooting application issues.