summer-engine 2.8.1 → 3.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.claude-plugin/marketplace.json +27 -7
- package/.claude-plugin/plugin.json +99 -83
- package/.codex-plugin/plugin.json +112 -82
- package/.cursor-plugin/plugin.json +119 -83
- package/.factory-plugin/plugin.json +100 -3
- package/.mcp.json +6 -1
- package/.opencode/INSTALL.md +7 -4
- package/.opencode/plugins/summer.js +31 -18
- package/AGENTS.md +107 -34
- package/CHANGELOG.md +134 -41
- package/CLAUDE.md +4 -2
- package/GEMINI.md +7 -53
- package/NOTICE +31 -0
- package/README.md +159 -391
- package/assets/api-docs.json.gz +0 -0
- package/assets/autopilot/README.md +20 -6
- package/assets/autopilot/autopilot.gd +80 -26
- package/assets/autopilot/run.sh +132 -7
- package/assets/navigation/web-routes.json +719 -0
- package/commands/gameskill.md +10 -108
- package/commands/summer.md +72 -4
- package/dist/bin/summer.js +6 -87
- package/dist/cli/banner.d.ts +1 -0
- package/dist/cli/banner.js +33 -0
- package/dist/{commands → cli/commands}/config.js +1 -1
- package/dist/cli/commands/create.d.ts +30 -0
- package/dist/cli/commands/create.js +212 -0
- package/dist/{commands → cli/commands}/debug.js +2 -2
- package/dist/cli/commands/doctor.d.ts +2 -0
- package/dist/cli/commands/doctor.js +18 -0
- package/dist/cli/commands/events.d.ts +57 -0
- package/dist/cli/commands/events.js +158 -0
- package/dist/cli/commands/install.d.ts +50 -0
- package/dist/cli/commands/install.js +447 -0
- package/dist/cli/commands/list.js +72 -0
- package/dist/{commands → cli/commands}/login.js +33 -17
- package/dist/{commands → cli/commands}/logout.d.ts +1 -0
- package/dist/cli/commands/logout.js +19 -0
- package/dist/{commands → cli/commands}/memory.d.ts +1 -8
- package/dist/{commands → cli/commands}/memory.js +20 -11
- package/dist/cli/commands/open.d.ts +45 -0
- package/dist/cli/commands/open.js +216 -0
- package/dist/{commands → cli/commands}/plan.js +2 -2
- package/dist/{commands → cli/commands}/publish.js +1 -1
- package/dist/{commands → cli/commands}/releases.js +1 -1
- package/dist/cli/commands/run.d.ts +19 -0
- package/dist/cli/commands/run.js +255 -0
- package/dist/{commands → cli/commands}/setup.js +43 -89
- package/dist/{commands → cli/commands}/skills.js +85 -222
- package/dist/{commands → cli/commands}/status.d.ts +1 -0
- package/dist/cli/commands/status.js +62 -0
- package/dist/cli/commands/tool.d.ts +11 -0
- package/dist/cli/commands/tool.js +121 -0
- package/dist/cli/index.d.ts +6 -0
- package/dist/cli/index.js +89 -0
- package/dist/cli/root-action.d.ts +7 -0
- package/dist/cli/root-action.js +15 -0
- package/dist/{lib → core}/api-client.d.ts +106 -15
- package/dist/{lib → core}/api-client.js +267 -75
- package/dist/{lib → core}/async-op-lifecycle.d.ts +3 -4
- package/dist/{lib → core}/async-op-lifecycle.js +3 -4
- package/dist/{lib → core}/auth.d.ts +14 -6
- package/dist/{lib → core}/auth.js +56 -40
- package/dist/core/capabilities/agent-playbook.d.ts +20 -0
- package/dist/core/capabilities/agent-playbook.js +218 -0
- package/dist/core/capabilities/api-docs.d.ts +36 -0
- package/dist/core/capabilities/api-docs.js +118 -0
- package/dist/core/capabilities/asset-import.d.ts +49 -0
- package/dist/core/capabilities/asset-import.js +134 -0
- package/dist/core/capabilities/camera-view.d.ts +98 -0
- package/dist/core/capabilities/camera-view.js +222 -0
- package/dist/core/capabilities/capture.d.ts +63 -0
- package/dist/core/capabilities/capture.js +67 -0
- package/dist/core/capabilities/console-read.d.ts +17 -0
- package/dist/core/capabilities/console-read.js +21 -0
- package/dist/{lib → core/capabilities}/creator.d.ts +1 -29
- package/dist/{lib → core/capabilities}/creator.js +14 -33
- package/dist/{lib → core/capabilities}/debug-report.d.ts +1 -1
- package/dist/{lib → core/capabilities}/debug-report.js +12 -31
- package/dist/{commands → core/capabilities}/doctor.d.ts +7 -2
- package/dist/{commands → core/capabilities}/doctor.js +47 -73
- package/dist/core/capabilities/engine-fallbacks.d.ts +26 -0
- package/dist/core/capabilities/engine-fallbacks.js +36 -0
- package/dist/core/capabilities/engine-ops.d.ts +33 -0
- package/dist/core/capabilities/engine-ops.js +145 -0
- package/dist/core/capabilities/engine-receipt.d.ts +53 -0
- package/dist/core/capabilities/engine-receipt.js +134 -0
- package/dist/core/capabilities/events.d.ts +200 -0
- package/dist/core/capabilities/events.js +383 -0
- package/dist/core/capabilities/fabricate-mesh.d.ts +111 -0
- package/dist/core/capabilities/fabricate-mesh.js +165 -0
- package/dist/core/capabilities/frame-quality.d.ts +71 -0
- package/dist/core/capabilities/frame-quality.js +449 -0
- package/dist/core/capabilities/game-task-plan.d.ts +66 -0
- package/dist/{lib → core/capabilities}/game-task-plan.js +59 -8
- package/dist/core/capabilities/hdri-import.d.ts +90 -0
- package/dist/core/capabilities/hdri-import.js +250 -0
- package/dist/core/capabilities/image-generation.d.ts +24 -0
- package/dist/core/capabilities/image-generation.js +22 -0
- package/dist/core/capabilities/navigation/open.d.ts +156 -0
- package/dist/core/capabilities/navigation/open.js +567 -0
- package/dist/core/capabilities/navigation/render-product-map.d.ts +1 -0
- package/dist/core/capabilities/navigation/render-product-map.js +84 -0
- package/dist/core/capabilities/navigation/targets.d.ts +87 -0
- package/dist/core/capabilities/navigation/targets.js +250 -0
- package/dist/core/capabilities/play-determinism.d.ts +35 -0
- package/dist/core/capabilities/play-determinism.js +86 -0
- package/dist/core/capabilities/project-context.d.ts +114 -0
- package/dist/core/capabilities/project-context.js +249 -0
- package/dist/core/capabilities/runtime-control.d.ts +540 -0
- package/dist/core/capabilities/runtime-control.js +1011 -0
- package/dist/core/capabilities/scene-kind.d.ts +19 -0
- package/dist/core/capabilities/scene-kind.js +137 -0
- package/dist/core/capabilities/scene-script.d.ts +38 -0
- package/dist/core/capabilities/scene-script.js +45 -0
- package/dist/core/capabilities/tool-dispatch.d.ts +42 -0
- package/dist/core/capabilities/tool-dispatch.js +1490 -0
- package/dist/core/capabilities/ui-control.d.ts +179 -0
- package/dist/core/capabilities/ui-control.js +423 -0
- package/dist/core/capabilities/variant-types.d.ts +22 -0
- package/dist/core/capabilities/variant-types.js +101 -0
- package/dist/core/capability-skew.d.ts +205 -0
- package/dist/core/capability-skew.js +386 -0
- package/dist/{lib → core}/config.d.ts +11 -1
- package/dist/{lib → core}/config.js +13 -2
- package/dist/core/embeddings.d.ts +78 -0
- package/dist/core/embeddings.js +166 -0
- package/dist/core/engine-install.d.ts +105 -0
- package/dist/core/engine-install.js +190 -0
- package/dist/core/engine.d.ts +94 -0
- package/dist/{lib → core}/engine.js +74 -28
- package/dist/core/feedback/client.d.ts +88 -0
- package/dist/core/feedback/client.js +182 -0
- package/dist/{lib → core}/format.d.ts +0 -1
- package/dist/{lib → core}/format.js +1 -1
- package/dist/core/headless/connection.d.ts +86 -0
- package/dist/core/headless/connection.js +97 -0
- package/dist/core/headless/editor-connection.d.ts +26 -0
- package/dist/core/headless/editor-connection.js +81 -0
- package/dist/core/headless/mcp-routing.d.ts +38 -0
- package/dist/core/headless/mcp-routing.js +83 -0
- package/dist/core/headless/registry.d.ts +91 -0
- package/dist/core/headless/registry.js +226 -0
- package/dist/core/headless/resolve.d.ts +46 -0
- package/dist/core/headless/resolve.js +75 -0
- package/dist/core/headless/spawn.d.ts +46 -0
- package/dist/core/headless/spawn.js +205 -0
- package/dist/core/headless/worker-connection.d.ts +96 -0
- package/dist/core/headless/worker-connection.js +353 -0
- package/dist/core/headless/worker-engine-client.d.ts +58 -0
- package/dist/core/headless/worker-engine-client.js +246 -0
- package/dist/core/launch-posture.d.ts +170 -0
- package/dist/core/launch-posture.js +317 -0
- package/dist/core/library-read.d.ts +73 -0
- package/dist/core/library-read.js +279 -0
- package/dist/core/library-search.d.ts +143 -0
- package/dist/core/library-search.js +301 -0
- package/dist/{lib → core}/log-filters.js +4 -2
- package/dist/{lib → core}/mcp-log.js +2 -17
- package/dist/core/package-root.d.ts +9 -0
- package/dist/core/package-root.js +11 -0
- package/dist/core/redact.d.ts +20 -0
- package/dist/core/redact.js +64 -0
- package/dist/core/registry-search.d.ts +167 -0
- package/dist/core/registry-search.js +358 -0
- package/dist/core/skills-registry.d.ts +47 -0
- package/dist/core/skills-registry.js +83 -0
- package/dist/{lib → core}/store.js +11 -7
- package/dist/{lib → core}/summer-compatibility.js +3 -3
- package/dist/{lib → core}/telemetry.js +5 -2
- package/dist/core/templates.d.ts +98 -0
- package/dist/core/templates.js +241 -0
- package/dist/core/tool-errors.d.ts +30 -0
- package/dist/core/tool-errors.js +40 -0
- package/dist/core/trajectory.d.ts +80 -0
- package/dist/core/trajectory.js +307 -0
- package/dist/core/util/http.d.ts +13 -0
- package/dist/core/util/http.js +28 -0
- package/dist/core/util/json.d.ts +12 -0
- package/dist/core/util/json.js +21 -0
- package/dist/core/util/process.d.ts +3 -0
- package/dist/core/util/process.js +13 -0
- package/dist/core/util/sleep.d.ts +1 -0
- package/dist/core/util/sleep.js +3 -0
- package/dist/core/version.d.ts +3 -0
- package/dist/core/version.js +5 -0
- package/dist/{lib → installer}/agent-config.d.ts +20 -1
- package/dist/{lib → installer}/agent-config.js +148 -23
- package/dist/installer/legacy-skills.d.ts +26 -0
- package/dist/installer/legacy-skills.js +53 -0
- package/dist/installer/setup.d.ts +76 -0
- package/dist/installer/setup.js +146 -0
- package/dist/installer/skill-locations.d.ts +45 -0
- package/dist/installer/skill-locations.js +170 -0
- package/dist/installer/version-check.d.ts +174 -0
- package/dist/{lib → installer}/version-check.js +173 -42
- package/dist/{lib/mcp-boot-notice.d.ts → mcp/boot-notice.d.ts} +1 -1
- package/dist/{commands/mcp.js → mcp/command.js} +18 -6
- package/dist/mcp/server.d.ts +23 -3
- package/dist/mcp/server.js +122 -28
- package/dist/mcp/tools/asset-tools.js +62 -142
- package/dist/mcp/tools/creator-tools.js +5 -23
- package/dist/mcp/tools/debug-tools.js +61 -18
- package/dist/mcp/tools/event-tools.d.ts +14 -0
- package/dist/mcp/tools/event-tools.js +41 -0
- package/dist/mcp/tools/fabricate-tools.d.ts +2 -0
- package/dist/mcp/tools/fabricate-tools.js +28 -0
- package/dist/mcp/tools/feedback-tools.d.ts +77 -0
- package/dist/mcp/tools/feedback-tools.js +88 -0
- package/dist/mcp/tools/file-tools.js +6 -53
- package/dist/mcp/tools/generate-tools.js +37 -63
- package/dist/mcp/tools/library-tools.d.ts +11 -0
- package/dist/mcp/tools/library-tools.js +42 -0
- package/dist/mcp/tools/navigation-tools.d.ts +7 -0
- package/dist/mcp/tools/navigation-tools.js +37 -0
- package/dist/mcp/tools/perception-tools.d.ts +20 -0
- package/dist/mcp/tools/perception-tools.js +146 -0
- package/dist/mcp/tools/project-tools.d.ts +14 -0
- package/dist/mcp/tools/project-tools.js +72 -281
- package/dist/mcp/tools/runtime-tools.d.ts +2 -0
- package/dist/mcp/tools/runtime-tools.js +92 -0
- package/dist/mcp/tools/scene-tools.d.ts +3 -0
- package/dist/mcp/tools/scene-tools.js +68 -119
- package/dist/mcp/tools/script-tools.d.ts +3 -0
- package/dist/mcp/tools/script-tools.js +118 -0
- package/dist/mcp/tools/spatial-tools.d.ts +2 -0
- package/dist/mcp/tools/spatial-tools.js +485 -0
- package/dist/mcp/tools/text-json.d.ts +8 -0
- package/dist/mcp/tools/text-json.js +12 -0
- package/dist/mcp/tools/{cloud-tools.d.ts → ui-tools.d.ts} +1 -1
- package/dist/mcp/tools/ui-tools.js +82 -0
- package/dist/mcp/tools/visual-tools.d.ts +2 -7
- package/dist/mcp/tools/visual-tools.js +383 -101
- package/dist/mcp/tools/with-engine.d.ts +9 -15
- package/dist/mcp/tools/with-engine.js +60 -96
- package/dist/project-memory/project-manifest.d.ts +36 -0
- package/dist/project-memory/project-manifest.js +50 -0
- package/dist/project-memory/project-memory.d.ts +57 -0
- package/dist/{lib → project-memory}/project-memory.js +46 -0
- package/gemini-extension.json +103 -2
- package/hooks/hooks-cursor.json +2 -2
- package/hooks/hooks.json +2 -1
- package/hooks/pre-commit-doctor.sh +45 -39
- package/hooks/run-hook.cmd +30 -23
- package/hooks/run-hook.sh +20 -0
- package/hooks/session-start.sh +18 -7
- package/integrations/README.md +70 -0
- package/integrations/claude/README.md +19 -0
- package/integrations/claude/manifest-target.json +16 -0
- package/integrations/cline/README.md +13 -0
- package/integrations/cline/manifest-target.json +3 -0
- package/integrations/codex/README.md +15 -0
- package/integrations/codex/manifest-target.json +5 -0
- package/integrations/cursor/README.md +16 -0
- package/integrations/cursor/manifest-target.json +5 -0
- package/integrations/factory/README.md +26 -0
- package/integrations/factory/manifest-target.json +5 -0
- package/integrations/gemini/README.md +26 -0
- package/integrations/gemini/manifest-target.json +5 -0
- package/integrations/github-copilot/README.md +12 -0
- package/integrations/github-copilot/manifest-target.json +3 -0
- package/integrations/kilo-code/README.md +16 -0
- package/integrations/kilo-code/manifest-target.json +3 -0
- package/integrations/lm-studio/README.md +12 -0
- package/integrations/lm-studio/manifest-target.json +3 -0
- package/integrations/opencode/README.md +15 -0
- package/integrations/opencode/manifest-target.json +3 -0
- package/integrations/roo-code/README.md +13 -0
- package/integrations/roo-code/manifest-target.json +3 -0
- package/integrations/vscode-copilot/README.md +12 -0
- package/integrations/vscode-copilot/manifest-target.json +3 -0
- package/integrations/windsurf/README.md +13 -0
- package/integrations/windsurf/manifest-target.json +3 -0
- package/library/references/collaborative-protocol/resource.yaml +24 -0
- package/library/references/gd-style/resource.yaml +24 -0
- package/{references → library/references/godot-version}/godot-version.md +6 -6
- package/library/references/godot-version/resource.yaml +22 -0
- package/library/references/headless-routing/headless-routing.md +46 -0
- package/library/references/headless-routing/resource.yaml +24 -0
- package/library/references/mcp-fresh-chat-playbook/mcp-fresh-chat-playbook.md +49 -0
- package/library/references/mcp-fresh-chat-playbook/resource.yaml +23 -0
- package/library/references/mcp-tools-reference/mcp-tools-reference.md +271 -0
- package/library/references/mcp-tools-reference/resource.yaml +17 -0
- package/library/references/product-map/product-map.md +103 -0
- package/library/references/product-map/resource.yaml +33 -0
- package/{references → library/references/public-surface-language}/public-surface-language.md +5 -7
- package/library/references/public-surface-language/resource.yaml +17 -0
- package/library/references/summer-folder/resource.yaml +20 -0
- package/{references → library/references/summer-folder}/summer-folder.md +22 -21
- package/{skills/rendering-and-lighting → library/skills}/3d-lighting/SKILL.md +15 -11
- package/library/skills/3d-lighting/resource.yaml +27 -0
- package/{skills/audio → library/skills}/adaptive-music/SKILL.md +1 -1
- package/library/skills/adaptive-music/resource.yaml +28 -0
- package/library/skills/agent-playtesting/SKILL.md +148 -0
- package/library/skills/agent-playtesting/resource.yaml +52 -0
- package/library/skills/ambient-bed/resource.yaml +24 -0
- package/{skills/video → library/skills}/animated-loop/SKILL.md +1 -1
- package/library/skills/animated-loop/resource.yaml +27 -0
- package/{skills/animation → library/skills}/animation-tree/SKILL.md +29 -14
- package/library/skills/animation-tree/resource.yaml +33 -0
- package/{skills/rendering-and-lighting → library/skills}/art-direction/SKILL.md +3 -3
- package/library/skills/art-direction/resource.yaml +29 -0
- package/{skills/asset-pipeline → library/skills}/asset-strategy/SKILL.md +44 -44
- package/library/skills/asset-strategy/resource.yaml +63 -0
- package/{skills/audio → library/skills}/audio-direction/SKILL.md +7 -7
- package/library/skills/audio-direction/resource.yaml +32 -0
- package/library/skills/auto-fire-targeting/resource.yaml +22 -0
- package/{skills/scene-and-project → library/skills}/brainstorm-game/SKILL.md +8 -8
- package/library/skills/brainstorm-game/resource.yaml +30 -0
- package/{skills/workflow → library/skills}/brainstorming/SKILL.md +2 -22
- package/library/skills/brainstorming/resource.yaml +23 -0
- package/{skills/workflow → library/skills}/brainstorming/spec-document-reviewer-prompt.md +1 -1
- package/{skills/scene-and-project → library/skills}/browse-templates/SKILL.md +18 -18
- package/library/skills/browse-templates/resource.yaml +23 -0
- package/library/skills/celeste-momentum-platforming/SKILL.md +366 -0
- package/library/skills/celeste-momentum-platforming/resource.yaml +33 -0
- package/library/skills/character-animation-wiring/SKILL.md +249 -0
- package/library/skills/character-animation-wiring/resource.yaml +39 -0
- package/{skills/3d-assets → library/skills}/character-model/SKILL.md +25 -25
- package/library/skills/character-model/resource.yaml +36 -0
- package/{skills/2d-assets → library/skills}/character-portrait/SKILL.md +14 -14
- package/library/skills/character-portrait/resource.yaml +30 -0
- package/{skills/video → library/skills}/cinematic-cutscene/SKILL.md +2 -2
- package/library/skills/cinematic-cutscene/resource.yaml +29 -0
- package/{skills/2d-assets → library/skills}/concept-art/SKILL.md +15 -15
- package/library/skills/concept-art/resource.yaml +34 -0
- package/{skills/2d-assets → library/skills}/create-asset-sheet/SKILL.md +8 -8
- package/library/skills/create-asset-sheet/resource.yaml +33 -0
- package/{skills/debugging → library/skills}/debug/SKILL.md +3 -3
- package/library/skills/debug/resource.yaml +31 -0
- package/{skills/workflow → library/skills}/debugging-game-feel/SKILL.md +11 -11
- package/library/skills/debugging-game-feel/resource.yaml +25 -0
- package/{skills/level-design → library/skills}/design-level/SKILL.md +6 -6
- package/library/skills/design-level/resource.yaml +31 -0
- package/{skills/gameplay-mechanics → library/skills}/design-mechanic/SKILL.md +3 -3
- package/library/skills/design-mechanic/resource.yaml +31 -0
- package/{skills/ai-and-npcs → library/skills}/design-npc/SKILL.md +7 -3
- package/library/skills/design-npc/resource.yaml +29 -0
- package/{skills/workflow → library/skills}/diagnosing-perf-regressions/SKILL.md +10 -10
- package/library/skills/diagnosing-perf-regressions/resource.yaml +25 -0
- package/{skills/workflow → library/skills}/dispatching-parallel-agents/SKILL.md +8 -8
- package/library/skills/dispatching-parallel-agents/resource.yaml +23 -0
- package/library/skills/driving-the-editor-ui/SKILL.md +85 -0
- package/library/skills/driving-the-editor-ui/resource.yaml +46 -0
- package/{skills/3d-assets → library/skills}/environment-kit/SKILL.md +11 -11
- package/library/skills/environment-kit/resource.yaml +29 -0
- package/{skills/deployment → library/skills}/export-and-ship/SKILL.md +5 -5
- package/library/skills/export-and-ship/resource.yaml +32 -0
- package/library/skills/fabricating-assets/SKILL.md +195 -0
- package/library/skills/fabricating-assets/resource.yaml +52 -0
- package/{skills/animation → library/skills}/facial-and-lipsync/SKILL.md +23 -11
- package/library/skills/facial-and-lipsync/resource.yaml +36 -0
- package/{skills/character-controllers → library/skills}/fps-controller/SKILL.md +8 -4
- package/library/skills/fps-controller/resource.yaml +29 -0
- package/{skills/visual-effects → library/skills}/game-feel/SKILL.md +7 -7
- package/library/skills/game-feel/resource.yaml +27 -0
- package/library/skills/gameskill/SKILL.md +64 -0
- package/library/skills/gameskill/resource.yaml +22 -0
- package/library/skills/gdscript-patterns/resource.yaml +23 -0
- package/{skills/animation → library/skills}/generate-motion/SKILL.md +16 -16
- package/library/skills/generate-motion/resource.yaml +34 -0
- package/library/skills/godogen-visual-proof-game-generation/SKILL.md +223 -0
- package/library/skills/godogen-visual-proof-game-generation/resource.yaml +33 -0
- package/{skills/workflow → library/skills}/headless-scripting/SKILL.md +14 -7
- package/library/skills/headless-scripting/resource.yaml +26 -0
- package/{skills/multiplayer-and-networking → library/skills}/host-authoritative-state/SKILL.md +1 -1
- package/library/skills/host-authoritative-state/resource.yaml +28 -0
- package/{skills/2d-assets → library/skills}/instantiate-asset-pack/SKILL.md +10 -12
- package/library/skills/instantiate-asset-pack/resource.yaml +29 -0
- package/{skills/workflow → library/skills}/investigating-bugs/SKILL.md +4 -4
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- /package/dist/{commands → cli/commands}/skills.d.ts +0 -0
- /package/dist/{lib → core}/log-filters.d.ts +0 -0
- /package/dist/{lib → core}/mcp-log.d.ts +0 -0
- /package/dist/{lib → core}/store.d.ts +0 -0
- /package/dist/{lib → core}/summer-compatibility.d.ts +0 -0
- /package/dist/{lib → core}/telemetry.d.ts +0 -0
- /package/dist/{lib/mcp-boot-notice.js → mcp/boot-notice.js} +0 -0
- /package/dist/{commands/mcp.d.ts → mcp/command.d.ts} +0 -0
- /package/{references → library/references/collaborative-protocol}/collaborative-protocol.md +0 -0
- /package/{references → library/references/gd-style}/gd-style.md +0 -0
- /package/{skills/audio → library/skills}/ambient-bed/SKILL.md +0 -0
- /package/{skills/gameplay-mechanics → library/skills}/auto-fire-targeting/SKILL.md +0 -0
- /package/{skills/scripting-patterns → library/skills}/gdscript-patterns/SKILL.md +0 -0
- /package/{skills/scripting-patterns → library/skills}/gdscript-patterns/reference.md +0 -0
- /package/{skills/workflow → library/skills}/investigating-bugs/defense-in-depth.md +0 -0
- /package/{skills/audio → library/skills}/music-track/SKILL.md +0 -0
- /package/{skills/scene-and-project → library/skills}/play/SKILL.md +0 -0
- /package/{skills/visual-effects → library/skills/vfx-dissolve}/_building-blocks/noise-3d-fbm.gdshaderinc +0 -0
- /package/{skills/visual-effects → library/skills/vfx-fire}/_building-blocks/additive-billboard-particles.md +0 -0
- /package/{skills/visual-effects → library/skills/vfx-lightning}/_building-blocks/trauma-shake-snippet.md +0 -0
- /package/{skills/audio → library/skills}/voice-line/SKILL.md +0 -0
- /package/{skills/workflow → library/skills}/writing-plans/plan-document-reviewer-prompt.md +0 -0
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{
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"_generated": "GENERATED — do not edit; run npm run generate:registry",
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"skills": [
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{
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"id": "skill/3d-lighting",
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"name": "3d-lighting",
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"description": "Use when setting up lighting in a Summer Engine 3D scene — adding lights, configuring WorldEnvironment, sky, or shadows. Covers DirectionalLight3D versus Omni versus Spot, shadow tuning, ambient and sky-driven lighting, and the current Summer rendering conventions. Trigger on \"lighting\", \"shadows\", \"WorldEnvironment\", \"sun\", \"ambient\", \"sky\", \"light\".",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/3d-lighting/"
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},
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{
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"id": "skill/adaptive-music",
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"name": "adaptive-music",
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"description": "Use when wiring music stems to game state — combat / explore / boss / tension crossfades on a shared bus. Pairs generated stems with a state machine and AudioBus structure. Trigger on \"adaptive music\", \"dynamic music\", \"music changes when combat starts\", \"layered music\", \"vertical music\", \"wire stems\".",
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"clients": "all",
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"recommended": false,
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"status": "stable",
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"path": "library/skills/adaptive-music/"
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},
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{
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"id": "skill/agent-playtesting",
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"name": "agent-playtesting",
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"description": "Use when proving a gameplay feature, reproducing a bug, or comparing two variants by driving the LIVE running game yourself — deterministic launch (seed, fixed_fps, offscreen instances), frame-stamped probes before and after every action, exact frame stepping, scripted or recorded input. The doctrine behind summer_game_probe, summer_game_input, summer_game_control and the summer_runtime_* tools.",
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"clients": "all",
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"recommended": true,
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"status": "preview",
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"path": "library/skills/agent-playtesting/"
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},
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{
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"id": "skill/ambient-bed",
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"name": "ambient-bed",
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"description": "Use when generating a long looping location ambience — forest at dawn, dungeon air, city street, spaceship hum, cave drip. Non-melodic, low-energy, never draws attention. Wires as a looping AudioStreamPlayer on the Ambient bus with a marked seamless loop. Trigger on \"ambient bed\", \"room tone\", \"background ambience\", \"forest ambience\", \"dungeon air\", \"make it sound like a cave\".",
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"clients": "all",
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"recommended": false,
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"status": "stable",
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"path": "library/skills/ambient-bed/"
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},
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{
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"id": "skill/animated-loop",
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"name": "animated-loop",
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"description": "Use when generating a short looping video clip — splash screen background, animated logo backdrop, idle title-screen footage, looping environment ambience. Output must loop seamlessly and is wired as a VideoStreamPlayer with autoplay and loop set true. Trigger on \"looping background\", \"splash loop\", \"title screen video\", \"animated backdrop\", \"menu background loop\", \"ambient loop video\", \"looping clip\", \"seamless loop\".",
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"clients": "all",
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"recommended": false,
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"status": "stable",
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"path": "library/skills/animated-loop/"
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},
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{
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"id": "skill/animation-tree",
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"name": "animation-tree",
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"description": "Use when the user has clips on a character and needs them to play in response to gameplay — idle/walk/run blend, attacks that interrupt locomotion, hit reactions that override everything. Designs and wires Summer Engine AnimationTree state machines and blend trees. Trigger on \"AnimationTree\", \"state machine\", \"blend tree\", \"transition\", \"play animation when\", \"character keeps T-posing\", \"wire animations\".",
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"clients": "all",
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"recommended": false,
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"status": "stable",
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"path": "library/skills/animation-tree/"
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},
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{
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"id": "skill/art-direction",
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"name": "art-direction",
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"description": "Use when defining the visual style of the game — references, palette, mood, lighting plan, post-processing, do/don't list. Outputs an art bible at `.summer/art-bible.md`. Trigger on \"art direction\", \"art bible\", \"visual style\", \"color palette\", \"what should it look like\", \"the look\".",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/art-direction/"
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},
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{
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"id": "skill/asset-strategy",
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"name": "asset-strategy",
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"description": "Use when planning asset creation, picking an asset pipeline, or routing an \"I need a [thing]\" request to the right specialist skill. Disambiguates between 2D / 3D / audio / video / VFX / animation pipelines and dispatches via the Skill tool. Trigger on \"assets\", \"asset pipeline\", \"make a model\", \"I need a sound\", \"create concept art\", \"generate something\", broad creative requests.",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/asset-strategy/"
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},
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{
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"id": "skill/audio-direction",
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"name": "audio-direction",
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"description": "Use when defining the sonic identity — music style, instruments, SFX vocabulary, dynamic music plan. Outputs an audio bible at `.summer/audio-bible.md`. Trigger on \"audio direction\", \"audio bible\", \"music style\", \"sound design\", \"what should it sound like\", \"dynamic music\".",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/audio-direction/"
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},
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{
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"id": "skill/auto-fire-targeting",
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"name": "auto-fire-targeting",
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"description": "Use when designing or fixing the targeting system for an auto-fire weapon (survivors-genre, top-down ARPG, tower-defense). Covers the pending-damage pattern that prevents over-commit when bullet flight time is longer than fire rate. Trigger on \"auto-fire\", \"auto-aim\", \"weapon targeting\", \"targeting\", \"wasted bullets\", \"overkill\", \"damage prediction\", \"survivors weapon\".",
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"clients": "all",
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"recommended": false,
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"status": "stable",
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"path": "library/skills/auto-fire-targeting/"
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},
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{
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"id": "skill/brainstorm-game",
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"name": "brainstorm-game",
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"description": "Use when the user wants help deciding what game to make, scoping a new project, or turning a vague idea into a buildable plan. Walks through genre, scope, core loop, mechanics, and art direction, then writes a 1-page brief to `.summer/GameSoul.md`. Trigger on \"brainstorm a game\", \"what should I make\", \"I want to make a game\", \"help me scope\", \"new game idea\".",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/brainstorm-game/"
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},
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{
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"id": "skill/brainstorming",
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"name": "brainstorming",
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"description": "Use when starting creative work — designing a game, picking a mechanic, building features or components, modifying behavior. Explores user intent, requirements, and design before implementation. MUST run before any creative work.",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/brainstorming/"
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},
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{
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"id": "skill/browse-templates",
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"name": "browse-templates",
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"description": "Use when the user wants to see available Summer Engine project templates, start from an existing template, or asks \"what templates exist?\" — lists the pinned template registry via `summer list templates`, presents the choices, and creates a project from the chosen template via `summer create <slug> <project-name>`. Trigger on \"templates\", \"starter\", \"boilerplate\", \"from a template\", \"what's available\", \"show me templates\", \"third-person\", \"platformer\", \"multiplayer starter\".",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/browse-templates/"
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},
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{
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"id": "skill/celeste-momentum-platforming",
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"name": "celeste-momentum-platforming",
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"description": "Use when building or tuning Celeste-style momentum-based precision platformer movement in SummerEngine (Godot 4): tuned gravity/fall, run acceleration, variable-height jumps with coyote time, dashes, wall jumps/slides, climb stamina, and pixel-scale corner correction, using the exact tuning constants extracted from Celeste's open-source Player class.",
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"clients": "all",
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"recommended": false,
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"status": "preview",
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"path": "library/skills/celeste-momentum-platforming/"
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},
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{
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"id": "skill/character-animation-wiring",
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"name": "character-animation-wiring",
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"description": "Use when a rigged, animated character is in the scene (Meshy rig + generated clips, or an imported GLB) and needs to be wired end to end — inspect the clips and bones that actually arrived, build idle/walk/run locomotion with blend times, method-track footsteps and attack frames, still poses and head tracking, blend-shape facial keys, root motion. Trigger on \"wire the character\", \"hook up the animations\", \"make it walk around\", \"the GLB has animations\", \"footstep events\", \"attack frame\", \"root motion\", \"character slides while walking\".",
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"clients": "all",
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"recommended": false,
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"status": "stable",
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"path": "library/skills/character-animation-wiring/"
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},
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{
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"id": "skill/character-model",
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"name": "character-model",
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"description": "Use when generating a humanoid character ready for animation — player avatar, NPC, enemy, boss, companion. Generates a T-pose reference image, gates an un-rigged preview past the user, then runs the Meshy auto-rig pass and wires the result as a CharacterBody3D (movement) or Node3D (cinematic). Trigger on \"make a character\", \"generate the player\", \"I need an enemy model\", \"create an NPC\", \"rigged humanoid\", \"character with a skeleton\", \"model for animation\".",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/character-model/"
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},
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{
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"id": "skill/character-portrait",
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"name": "character-portrait",
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"description": "Use when generating a single, polished bust/portrait of a character for dialogue UI, character-select screens, lore cards, or codex entries. One character, locked composition, VN-style. Trigger on \"character portrait\", \"dialogue portrait\", \"VN portrait\", \"character bust\", \"headshot\", \"character select image\", \"lore card art\".",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/character-portrait/"
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},
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{
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"id": "skill/cinematic-cutscene",
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"name": "cinematic-cutscene",
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"description": "Use when generating a non-interactive cutscene clip — opening scene, story beat, character intro, ending. Locks the look with a reference image, image-to-videos a 5-10s shot, optionally adds TTS dialogue, and wires it as a VideoStreamPlayer that fades in/out. Trigger on \"cutscene\", \"intro cinematic\", \"opening scene\", \"ending cinematic\", \"story beat video\", \"character intro video\", \"in-engine cinematic\", \"non-playable scene\".",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/cinematic-cutscene/"
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},
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{
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"id": "skill/concept-art",
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"name": "concept-art",
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"description": "Use when the user is exploring art direction — wants 3-4 rough variants of a character, environment, or prop to pick a vibe before committing to a final asset. Generates a batch of evocative concept images, not finals. Trigger on \"concept art\", \"art direction\", \"explore the look\", \"give me some variants\", \"what could this character look like\", \"mood board\", \"rough sketches\".",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/concept-art/"
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},
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{
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"id": "skill/create-asset-sheet",
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"name": "create-asset-sheet",
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"description": "Use when the user wants to generate a pack of 2D game assets from a single prompt — a tile sheet, UI kit, menu screen, character pack, or biome set. The skill plans the prompt, generates a coherent sheet, removes the background, vision-detects each item, classifies it, and saves as a single pack ArtAsset. Trigger on \"asset sheet\", \"asset pack\", \"tile sheet\", \"tileset\", \"UI kit\", \"asset pack for\", \"make me a sheet of\", \"generate a bunch of <category> assets\".",
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"clients": "all",
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"recommended": false,
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"status": "stable",
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"path": "library/skills/create-asset-sheet/"
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},
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{
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"id": "skill/debug",
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"name": "debug",
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"description": "Use when the user reports a bug, crash, error, or unexpected behavior in a Summer project, before making code or scene changes. Runs a disciplined script-errors, console, debugger, hypothesis, fix, and verify loop. Trigger on \"debug\", \"crash\", \"error\", \"broken\", \"not working\", \"freezes\", \"wrong\".",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/debug/"
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},
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{
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"id": "skill/debugging-game-feel",
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"name": "debugging-game-feel",
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"description": "Use when a gameplay feature works correctly but feels wrong — floaty jumps, mushy combat, sluggish camera, weightless impacts. Different from logical bug debugging; the bug is subjective and lives in tuning, timing, and feedback layers.",
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"clients": "all",
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"recommended": false,
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"status": "stable",
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"path": "library/skills/debugging-game-feel/"
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},
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{
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"id": "skill/design-level",
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"name": "design-level",
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"description": "Use when designing a single level — layout, pacing, encounters, secrets, reward gating. Outputs a level design doc and a concrete node-tree skeleton for `summer_create_scene`. Trigger on \"design a level\", \"design level 1\", \"tutorial level\", \"boss arena\", \"design the encounter\", \"make a level layout\".",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/design-level/"
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},
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{
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"id": "skill/design-mechanic",
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"name": "design-mechanic",
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"description": "Use when designing one specific game mechanic in detail — input, response, feedback, failure modes, depth, tunables. Outputs a design doc and a scaffolding-ready node-graph sketch + GDScript stub. Trigger on \"design a mechanic\", \"how should X work\", \"design the parry\", \"design the dash\", \"design the inventory\", \"the loop is broken\".",
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"clients": "all",
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"recommended": true,
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"status": "stable",
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"path": "library/skills/design-mechanic/"
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},
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{
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"id": "skill/design-npc",
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"name": "design-npc",
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"description": "Use when the user wants to design an enemy, NPC, boss, companion, civilian, or wave-spawned mob's behavior. Walks perception, personality knobs, intent layer, action state machine, telegraphs, defeat handling, and group emergence — outputs a state-machine GDScript stub plus the recommended node tree. Trigger on \"enemy\", \"NPC\", \"boss\", \"companion\", \"AI\", \"behavior\", \"mob\", \"perception\", \"design enemy\".",
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224
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+
"clients": "all",
|
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225
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+
"recommended": true,
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226
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+
"status": "stable",
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227
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+
"path": "library/skills/design-npc/"
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228
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+
},
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229
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+
{
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230
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+
"id": "skill/diagnosing-perf-regressions",
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231
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+
"name": "diagnosing-perf-regressions",
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232
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+
"description": "Use when frame rate, frame time, or load time has gotten worse since a known-good state — \"it used to run at 60, now it's at 30.\" Focused on finding the cause of a regression, not general performance tuning.",
|
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233
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+
"clients": "all",
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234
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+
"recommended": false,
|
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235
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+
"status": "stable",
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236
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+
"path": "library/skills/diagnosing-perf-regressions/"
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237
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+
},
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238
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+
{
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239
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+
"id": "skill/dispatching-parallel-agents",
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240
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+
"name": "dispatching-parallel-agents",
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241
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+
"description": "Use when facing 2+ independent tasks that can be worked on without shared state or sequential dependencies",
|
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242
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+
"clients": "all",
|
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243
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+
"recommended": false,
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244
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+
"status": "stable",
|
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245
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+
"path": "library/skills/dispatching-parallel-agents/"
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246
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+
},
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247
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+
{
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248
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+
"id": "skill/driving-the-editor-ui",
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249
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+
"name": "driving-the-editor-ui",
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250
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+
"description": "Use when a task is an editor-workflow step a human would do with the mouse — open Project Settings or a dock, switch the 2D/3D/Script main screen, toggle a panel, clear a dialog that is blocking the editor, read what a dock shows — and when deciding whether a request is UI work or scene work. Drives the editor by NAME through summer_ui_actions, reads it as structure through summer_ui_tree, activates the long tail by path through summer_ui_activate, and treats summer_ui_screenshot as the pixels-last fallback. Preview — the ops ship with a follow-up engine build.",
|
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251
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+
"clients": "all",
|
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252
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+
"recommended": false,
|
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253
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+
"status": "preview",
|
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254
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+
"path": "library/skills/driving-the-editor-ui/"
|
|
255
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+
},
|
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256
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+
{
|
|
257
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+
"id": "skill/environment-kit",
|
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258
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+
"name": "environment-kit",
|
|
259
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+
"description": "Use when generating a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corner blocks that snap together to form a level. Multiple meshes that share a visual style. Trigger on \"build a dungeon kit\", \"modular walls\", \"level kit\", \"tileset\", \"interior pieces\", \"snap-together pieces\", \"make a kit for the temple\".",
|
|
260
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+
"clients": "all",
|
|
261
|
+
"recommended": false,
|
|
262
|
+
"status": "stable",
|
|
263
|
+
"path": "library/skills/environment-kit/"
|
|
264
|
+
},
|
|
265
|
+
{
|
|
266
|
+
"id": "skill/export-and-ship",
|
|
267
|
+
"name": "export-and-ship",
|
|
268
|
+
"description": "Use when the user wants to assess or prepare a Summer game export. Inventories the templates and targets actually available in the installed Summer Engine build, validates release assets and configuration, and produces only locally supported builds after approval. It does not publish, upload, host, or submit a game. Trigger on \"export\", \"ship\", \"release\", \"build\", \"Steam\", \"itch\", \"HTML5\", \"iOS\", \"Android\", \"submit\", \"publish\".",
|
|
269
|
+
"clients": "all",
|
|
270
|
+
"recommended": true,
|
|
271
|
+
"status": "stable",
|
|
272
|
+
"path": "library/skills/export-and-ship/"
|
|
273
|
+
},
|
|
274
|
+
{
|
|
275
|
+
"id": "skill/fabricating-assets",
|
|
276
|
+
"name": "fabricating-assets",
|
|
277
|
+
"description": "Use when an asset needs Blender's mesh tooling rather than generation or a library download — a modular kit with exact dimensions and snapping, VFX meshes (shatter fragments, curve sweeps, LOD chains), or decimating/UV-unwrapping/baking a generated model — and you are about to write a bpy script for summer_fabricate_3d. Covers the route decision (fabricate vs generate vs import), the bpy rules that survive glTF export, the script -> import -> snapshot -> screenshot loop, every failure_reason and what to do about it, and the licensing shape (the user's own Blender, never bundled).",
|
|
278
|
+
"clients": "all",
|
|
279
|
+
"recommended": false,
|
|
280
|
+
"status": "preview",
|
|
281
|
+
"path": "library/skills/fabricating-assets/"
|
|
282
|
+
},
|
|
283
|
+
{
|
|
284
|
+
"id": "skill/facial-and-lipsync",
|
|
285
|
+
"name": "facial-and-lipsync",
|
|
286
|
+
"description": "Use when the user has a voice-over (or wants one) and needs the character's mouth to actually move with the words — phoneme extraction from audio, mapping to viseme blendshapes, plus emotional facial expressions (smile, frown, surprise). Trigger on \"lipsync\", \"lip sync\", \"talking head\", \"phonemes\", \"viseme\", \"facial animation\", \"blendshapes\", \"make him talk\", \"dialogue animation\".",
|
|
287
|
+
"clients": "all",
|
|
288
|
+
"recommended": false,
|
|
289
|
+
"status": "stable",
|
|
290
|
+
"path": "library/skills/facial-and-lipsync/"
|
|
291
|
+
},
|
|
292
|
+
{
|
|
293
|
+
"id": "skill/fps-controller",
|
|
294
|
+
"name": "fps-controller",
|
|
295
|
+
"description": "Use when building an FPS, first-person movement, or a 3D character that walks, jumps, and reacts to external forces — production-quality first-person controller with WASD, mouse look, jump, coyote time, jump buffering, air control, and external-velocity handling. Trigger on \"FPS\", \"first-person\", \"WASD\", \"character controller\", \"mouse look\", \"player movement\", \"jump\".",
|
|
296
|
+
"clients": "all",
|
|
297
|
+
"recommended": true,
|
|
298
|
+
"status": "stable",
|
|
299
|
+
"path": "library/skills/fps-controller/"
|
|
300
|
+
},
|
|
301
|
+
{
|
|
302
|
+
"id": "skill/game-feel",
|
|
303
|
+
"name": "game-feel",
|
|
304
|
+
"description": "Use when a Summer game \"feels flat\", \"lacks impact\", \"needs juice\", or \"needs punch\", or the user asks for hit feedback, screen shake, camera shake, audio ducking, or general game feel. Walks through Summer Engine's hit-flash, trauma camera shake, and audio-ducking stack, wired so one hit fires all three. Trigger on \"vfx\", \"juice\", \"punch\", \"feels flat\", \"game feel\", \"hit flash\", \"screen shake\", \"camera shake\", \"ducking\".",
|
|
305
|
+
"clients": "all",
|
|
306
|
+
"recommended": true,
|
|
307
|
+
"status": "stable",
|
|
308
|
+
"path": "library/skills/game-feel/"
|
|
309
|
+
},
|
|
310
|
+
{
|
|
311
|
+
"id": "skill/gameskill",
|
|
312
|
+
"name": "gameskill",
|
|
313
|
+
"description": "Use when finishing a game-development session and you want to capture what you just learned as a reusable skill so the next session starts smarter. Trigger on \"gameskill\", \"/gameskill\", \"capture learnings\", \"save to skills\".",
|
|
314
|
+
"clients": "all",
|
|
315
|
+
"recommended": false,
|
|
316
|
+
"status": "stable",
|
|
317
|
+
"path": "library/skills/gameskill/"
|
|
318
|
+
},
|
|
319
|
+
{
|
|
320
|
+
"id": "skill/gdscript-patterns",
|
|
321
|
+
"name": "gdscript-patterns",
|
|
322
|
+
"description": "Use when writing or refactoring GDScript — type hints, signals, exports, onready, lifecycle methods (`_ready` vs `_process` vs `_physics_process`), `get_node` vs `$NodePath`, naming conventions. Trigger on \"GDScript\", \"script\", \"signals\", \"exports\", \"onready\", \"_ready\", \"_process\".",
|
|
323
|
+
"clients": "all",
|
|
324
|
+
"recommended": true,
|
|
325
|
+
"status": "stable",
|
|
326
|
+
"path": "library/skills/gdscript-patterns/"
|
|
327
|
+
},
|
|
328
|
+
{
|
|
329
|
+
"id": "skill/generate-motion",
|
|
330
|
+
"name": "generate-motion",
|
|
331
|
+
"description": "Use when the user needs an animation clip on a rigged character — idle/walk/run/attack from the curated Meshy library. Picks the right curated motion, attaches the resulting clip to an AnimationPlayer. Trigger on \"animation\", \"animate\", \"idle\", \"walk\", \"run\", \"attack animation\", \"motion\", \"mocap\", \"dance\", \"death animation\".",
|
|
332
|
+
"clients": "all",
|
|
333
|
+
"recommended": true,
|
|
334
|
+
"status": "stable",
|
|
335
|
+
"path": "library/skills/generate-motion/"
|
|
336
|
+
},
|
|
337
|
+
{
|
|
338
|
+
"id": "skill/godogen-visual-proof-game-generation",
|
|
339
|
+
"name": "godogen-visual-proof-game-generation",
|
|
340
|
+
"description": "Use when adopting Godogen's thin-runtime autonomous game generation and its 'proof over claims' visual QC loop for SummerEngine: capture frames from the running engine, let the host agent self-verify against the brief, and drive bounded fix iterations until a proof recording closes the run.",
|
|
341
|
+
"clients": "all",
|
|
342
|
+
"recommended": false,
|
|
343
|
+
"status": "preview",
|
|
344
|
+
"path": "library/skills/godogen-visual-proof-game-generation/"
|
|
345
|
+
},
|
|
346
|
+
{
|
|
347
|
+
"id": "skill/headless-scripting",
|
|
348
|
+
"name": "headless-scripting",
|
|
349
|
+
"description": "Use when a Summer project needs an operation no MCP tool exposes, such as baking a navmesh, generating collision shapes, authoring an Animation, building a TileSet, re-importing assets after file changes, or preparing a supported local export. Runs a GDScript file against Summer Engine from the shell. Also use when a plan involves \"run it headless and screenshot it\", which does not work and this skill explains why.",
|
|
350
|
+
"clients": "all",
|
|
351
|
+
"recommended": true,
|
|
352
|
+
"status": "stable",
|
|
353
|
+
"path": "library/skills/headless-scripting/"
|
|
354
|
+
},
|
|
355
|
+
{
|
|
356
|
+
"id": "skill/host-authoritative-state",
|
|
357
|
+
"name": "host-authoritative-state",
|
|
358
|
+
"description": "Use when designing the state layer of a multiplayer Summer game: deciding what the host owns, how clients request changes, and how the host validates and broadcasts. Pairs with `/peer-to-peer-multiplayer`. Trigger on \"host authority\", \"authoritative state\", \"state ownership\", \"MP cheating\", \"client validation\", \"RPC patterns\".",
|
|
359
|
+
"clients": "all",
|
|
360
|
+
"recommended": true,
|
|
361
|
+
"status": "stable",
|
|
362
|
+
"path": "library/skills/host-authoritative-state/"
|
|
363
|
+
},
|
|
364
|
+
{
|
|
365
|
+
"id": "skill/instantiate-asset-pack",
|
|
366
|
+
"name": "instantiate-asset-pack",
|
|
367
|
+
"description": "Use when the user wants to import or spawn an entire asset pack (the multi-slice ArtAsset produced by `create-asset-sheet`) into the current scene — not a single slice, the whole pack. Reads the pack's per-slice metadata (zOrder, isComposite, parentSliceIndex, widget, bbox), groups composites, sorts children by paint order, and emits the Sprite2D / Node2D / NinePatchRect ops to lay it out correctly. Trigger on \"import the X pack\", \"spawn the UI from pack Y\", \"bring in that asset sheet\", \"add the panel from the pack\".",
|
|
368
|
+
"clients": "all",
|
|
369
|
+
"recommended": false,
|
|
370
|
+
"status": "stable",
|
|
371
|
+
"path": "library/skills/instantiate-asset-pack/"
|
|
372
|
+
},
|
|
373
|
+
{
|
|
374
|
+
"id": "skill/investigating-bugs",
|
|
375
|
+
"name": "investigating-bugs",
|
|
376
|
+
"description": "Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes",
|
|
377
|
+
"clients": "all",
|
|
378
|
+
"recommended": true,
|
|
379
|
+
"status": "stable",
|
|
380
|
+
"path": "library/skills/investigating-bugs/"
|
|
381
|
+
},
|
|
382
|
+
{
|
|
383
|
+
"id": "skill/lumera-single-image-scene-reconstruction",
|
|
384
|
+
"name": "lumera-single-image-scene-reconstruction",
|
|
385
|
+
"description": "Use when building a Lumera-style single-image → editable-engine-scene pipeline in SummerEngine: VLM-parsed object boxes and parametric lights, per-object meshes, HDR environment probe, engine-native assembly, and a bounded dual-agent refinement loop.",
|
|
386
|
+
"clients": "all",
|
|
387
|
+
"recommended": false,
|
|
388
|
+
"status": "preview",
|
|
389
|
+
"path": "library/skills/lumera-single-image-scene-reconstruction/"
|
|
390
|
+
},
|
|
391
|
+
{
|
|
392
|
+
"id": "skill/make-game",
|
|
393
|
+
"name": "make-game",
|
|
394
|
+
"description": "Use when the user says \"make me a game\", \"build me a game\", \"I want to make a [genre] game\", \"let's build something\" — the orchestration spine that runs the full game-dev pipeline: brainstorm → plan → scaffold → build core mechanics → art direction → audio → polish/VFX → verify → ship. Delegates to specialist skills with explicit checkpoints between phases. Trigger on \"make a game\", \"build me a game\", \"create a new game\", \"make me a game\", \"let's build a game\", \"I want to build [game shape]\".",
|
|
395
|
+
"clients": "all",
|
|
396
|
+
"recommended": true,
|
|
397
|
+
"status": "stable",
|
|
398
|
+
"path": "library/skills/make-game/"
|
|
399
|
+
},
|
|
400
|
+
{
|
|
401
|
+
"id": "skill/music-track",
|
|
402
|
+
"name": "music-track",
|
|
403
|
+
"description": "Use when generating a looped or cinematic music track. Loops are authored at >=30s with a marked loop point; cinematic tracks at >=60s linear. Trigger on \"generate music\", \"make a calm track\", \"boss music\", \"title screen music\", \"main theme\", \"exploration loop\", \"combat track\".",
|
|
404
|
+
"clients": "all",
|
|
405
|
+
"recommended": true,
|
|
406
|
+
"status": "stable",
|
|
407
|
+
"path": "library/skills/music-track/"
|
|
408
|
+
},
|
|
409
|
+
{
|
|
410
|
+
"id": "skill/navigate-summer",
|
|
411
|
+
"name": "navigate-summer",
|
|
412
|
+
"description": "Use when the user wants to SEE, CHECK, or DECIDE something — \"show me my billing\", \"where do I change my plan\", \"open my games\", \"let me look at the scene\", \"open the MCP guide for Cursor\". Decides whether to open a Summer web page or editor surface for the user or to act through the API, and lands exactly there with summer_open.",
|
|
413
|
+
"clients": "all",
|
|
414
|
+
"recommended": true,
|
|
415
|
+
"status": "stable",
|
|
416
|
+
"path": "library/skills/navigate-summer/"
|
|
417
|
+
},
|
|
418
|
+
{
|
|
419
|
+
"id": "skill/new-project",
|
|
420
|
+
"name": "new-project",
|
|
421
|
+
"description": "Use when the user wants a fresh blank Summer Engine project — not from a template. Asks one question (project name) and runs `summer create empty <name>`. Trigger on \"new project\", \"blank project\", \"empty project\", \"from scratch\", \"start fresh\", \"create new game\", \"blank canvas\", \"scaffold a project\".",
|
|
422
|
+
"clients": "all",
|
|
423
|
+
"recommended": true,
|
|
424
|
+
"status": "stable",
|
|
425
|
+
"path": "library/skills/new-project/"
|
|
426
|
+
},
|
|
427
|
+
{
|
|
428
|
+
"id": "skill/organic-model",
|
|
429
|
+
"name": "organic-model",
|
|
430
|
+
"description": "Use when generating organic shapes — trees, rocks, mushrooms, coral, bushes, alien plants, vines, crystals, fruit, bones. The \"easy mode\" of 3D generation; AI artifacts read as natural irregularity. Trigger on \"make a tree\", \"generate rocks\", \"I need foliage\", \"mushroom prop\", \"alien plants\", \"fill the scene with shrubs\", \"scatter some boulders\".",
|
|
431
|
+
"clients": "all",
|
|
432
|
+
"recommended": false,
|
|
433
|
+
"status": "stable",
|
|
434
|
+
"path": "library/skills/organic-model/"
|
|
435
|
+
},
|
|
436
|
+
{
|
|
437
|
+
"id": "skill/peer-to-peer-multiplayer",
|
|
438
|
+
"name": "peer-to-peer-multiplayer",
|
|
439
|
+
"description": "Use when starting a multiplayer Summer game from scratch with peer-to-peer host authority. Build the network architecture top-down so authoritative state, routing rules, and real-time rendering are not bolted on later. Use before writing game logic, not after. Trigger on \"multiplayer\", \"peer-to-peer\", \"p2p\", \"co-op\", \"host\", \"multiplayer architecture\", \"add multiplayer\".",
|
|
440
|
+
"clients": "all",
|
|
441
|
+
"recommended": true,
|
|
442
|
+
"status": "stable",
|
|
443
|
+
"path": "library/skills/peer-to-peer-multiplayer/"
|
|
444
|
+
},
|
|
445
|
+
{
|
|
446
|
+
"id": "skill/pixel-art",
|
|
447
|
+
"name": "pixel-art",
|
|
448
|
+
"description": "Use when generating pixel-art assets — sprites, items, tiles, portraits in a pixel style at a specific resolution (32×32, 64×64, 128×128). Pixel-perfect grid, limited palette, retro feel. Trigger on \"pixel art\", \"8-bit art\", \"16-bit sprite\", \"pixel sprite\", \"retro tileset\", \"pixel icon\", \"pixel portrait\".",
|
|
449
|
+
"clients": "all",
|
|
450
|
+
"recommended": true,
|
|
451
|
+
"status": "stable",
|
|
452
|
+
"path": "library/skills/pixel-art/"
|
|
453
|
+
},
|
|
454
|
+
{
|
|
455
|
+
"id": "skill/play",
|
|
456
|
+
"name": "play",
|
|
457
|
+
"description": "Use when the user says \"play\", \"run it\", \"test it\", \"let me see it\", or \"start the game\". Runs the project in Summer Engine, briefly waits, then reports what's happening — clean run, errors, or warnings.",
|
|
458
|
+
"clients": "all",
|
|
459
|
+
"recommended": true,
|
|
460
|
+
"status": "stable",
|
|
461
|
+
"path": "library/skills/play/"
|
|
462
|
+
},
|
|
463
|
+
{
|
|
464
|
+
"id": "skill/playtesting-a-feature",
|
|
465
|
+
"name": "playtesting-a-feature",
|
|
466
|
+
"description": "Use when about to claim a gameplay feature is done, shipped, or working — requires actually running the game and walking through the feature before declaring completion. Static diagnostics and type checks do not count as playtesting.",
|
|
467
|
+
"clients": "all",
|
|
468
|
+
"recommended": true,
|
|
469
|
+
"status": "stable",
|
|
470
|
+
"path": "library/skills/playtesting-a-feature/"
|
|
471
|
+
},
|
|
472
|
+
{
|
|
473
|
+
"id": "skill/procedural-animation",
|
|
474
|
+
"name": "procedural-animation",
|
|
475
|
+
"description": "Use when the user needs runtime-driven bone modification on top of clips — head look-at, foot IK on uneven ground, hand-grabs-prop, additive lean, hit-direction recoil. Code-and-modifier patterns, not generation. Trigger on \"look at\", \"IK\", \"foot placement\", \"foot IK\", \"lean\", \"additive layer\", \"feet floating\", \"hand penetration\", \"head tracks player\", \"ragdoll\".",
|
|
476
|
+
"clients": "all",
|
|
477
|
+
"recommended": false,
|
|
478
|
+
"status": "stable",
|
|
479
|
+
"path": "library/skills/procedural-animation/"
|
|
480
|
+
},
|
|
481
|
+
{
|
|
482
|
+
"id": "skill/prop-model",
|
|
483
|
+
"name": "prop-model",
|
|
484
|
+
"description": "Use when generating a single static 3D prop — sword, barrel, chest, lantern, throne, statue, crate, key, potion, banner. One isolated object, no rigging, wired into the scene as a MeshInstance3D. Trigger on \"make a sword\", \"generate a chest\", \"I need a barrel\", \"add a lantern model\", \"give me a treasure prop\", \"create a statue\".",
|
|
485
|
+
"clients": "all",
|
|
486
|
+
"recommended": true,
|
|
487
|
+
"status": "stable",
|
|
488
|
+
"path": "library/skills/prop-model/"
|
|
489
|
+
},
|
|
490
|
+
{
|
|
491
|
+
"id": "skill/psx-retro-rendering",
|
|
492
|
+
"name": "psx-retro-rendering",
|
|
493
|
+
"description": "Use when building or reviewing a hardware-informed PlayStation 1 rendering pipeline in Godot 4, including low-resolution output, RGB5 color and exact dithering, affine textures, screen-coordinate snapping, draw-order/depth approximation, vertex lighting, PS1 blend modes, and fog — when accuracy and the limits of each Godot approximation matter, not for a generic pixel-art filter.",
|
|
494
|
+
"clients": "all",
|
|
495
|
+
"recommended": false,
|
|
496
|
+
"status": "preview",
|
|
497
|
+
"path": "library/skills/psx-retro-rendering/"
|
|
498
|
+
},
|
|
499
|
+
{
|
|
500
|
+
"id": "skill/realtime-wet-surfaces",
|
|
501
|
+
"name": "realtime-wet-surfaces",
|
|
502
|
+
"description": "Use when adding real-time wetness to existing Godot 4 materials while preserving their parameter values, mapping Unity's Lit-preserving wet ShaderGraph swap onto a value-copying shader conversion with a geometry-driven wet mask and instance-uniform control.",
|
|
503
|
+
"clients": "all",
|
|
504
|
+
"recommended": false,
|
|
505
|
+
"status": "preview",
|
|
506
|
+
"path": "library/skills/realtime-wet-surfaces/"
|
|
507
|
+
},
|
|
508
|
+
{
|
|
509
|
+
"id": "skill/remote-deploy",
|
|
510
|
+
"name": "remote-deploy",
|
|
511
|
+
"description": "Use when the user wants to run or test the game on a real target instead of the editor — a phone, tablet, or another computer (\"deploy to my phone\", \"run on device\", \"test on Android/iOS\", \"remote deploy\", \"one-click deploy\", \"play on hardware\"). Covers the topnav Remote Deploy button, runnable export presets, export templates, and on-device remote debugging. Use when the Remote Deploy button is greyed out and the user wants to know why.",
|
|
512
|
+
"clients": "all",
|
|
513
|
+
"recommended": true,
|
|
514
|
+
"status": "stable",
|
|
515
|
+
"path": "library/skills/remote-deploy/"
|
|
516
|
+
},
|
|
517
|
+
{
|
|
518
|
+
"id": "skill/retarget",
|
|
519
|
+
"name": "retarget",
|
|
520
|
+
"description": "Use when the user wants to apply existing animation clips from one rigged character to a different rigged character — same library, multiple models, no regeneration. Trigger on \"retarget\", \"reuse animation\", \"apply to other character\", \"same animations on different model\", \"share animation library\".",
|
|
521
|
+
"clients": "all",
|
|
522
|
+
"recommended": false,
|
|
523
|
+
"status": "stable",
|
|
524
|
+
"path": "library/skills/retarget/"
|
|
525
|
+
},
|
|
526
|
+
{
|
|
527
|
+
"id": "skill/running-in-the-cloud",
|
|
528
|
+
"name": "running-in-the-cloud",
|
|
529
|
+
"description": "Use when Summer Engine runs in a cloud container, CI job, remote agent sandbox, or any Linux box with no desktop — installing the engine there, launching it headless, deciding when xvfb-run and software GL are required, and authenticating without a browser. Also use when a tool reports \"engine not running\" in an environment that has no display, or when SUMMER_ENGINE_BINARY / SUMMER_TOKEN come up.",
|
|
530
|
+
"clients": "all",
|
|
531
|
+
"recommended": false,
|
|
532
|
+
"status": "stable",
|
|
533
|
+
"path": "library/skills/running-in-the-cloud/"
|
|
534
|
+
},
|
|
535
|
+
{
|
|
536
|
+
"id": "skill/scene-composition",
|
|
537
|
+
"name": "scene-composition",
|
|
538
|
+
"description": "Use when building or organizing Summer Engine scenes: node hierarchy conventions, when to extract sub-scenes, reusable prefab patterns, and instance-versus-add-node decisions. Trigger on \"scene\", \"sub-scene\", \"instance\", \"prefab\", \"node hierarchy\", \"scene structure\", \"PackedScene\".",
|
|
539
|
+
"clients": "all",
|
|
540
|
+
"recommended": true,
|
|
541
|
+
"status": "stable",
|
|
542
|
+
"path": "library/skills/scene-composition/"
|
|
543
|
+
},
|
|
544
|
+
{
|
|
545
|
+
"id": "skill/scene-hierarchy-design",
|
|
546
|
+
"name": "scene-hierarchy-design",
|
|
547
|
+
"description": "Use when applying data-oriented hierarchy principles (from Sander Mertens' ECS hierarchies article) to structure Summer Engine scenes: split asset vs. live hierarchies, group by dominant access pattern, use sub-scenes for reuse, and keep logic path-agnostic via MCP scene tools.",
|
|
548
|
+
"clients": "all",
|
|
549
|
+
"recommended": false,
|
|
550
|
+
"status": "preview",
|
|
551
|
+
"path": "library/skills/scene-hierarchy-design/"
|
|
552
|
+
},
|
|
553
|
+
{
|
|
554
|
+
"id": "skill/scene-scripting",
|
|
555
|
+
"name": "scene-scripting",
|
|
556
|
+
"description": "Use when building or modifying a scene takes more than a couple of node/property calls — scattering instances, procedural meshes, booleans/lathe/sweep geometry, terrain, GridMap fills, lighting rigs, keyframe animation, shader FX, 2D levels (tilemaps, sprites, bodies, cameras, parallax), HUDs and Control trees, persisted signal wiring, attached scripts, prefabs, input actions/autoloads/main scene, or anything with computed placement. Runs one GDScript inside the live editor via summer_run_script instead of long CRUD chains, verifies with summer_snapshot_diff + summer_screenshot, and checks API names with summer_api_docs instead of guessing.",
|
|
557
|
+
"clients": "all",
|
|
558
|
+
"recommended": true,
|
|
559
|
+
"status": "preview",
|
|
560
|
+
"path": "library/skills/scene-scripting/"
|
|
561
|
+
},
|
|
562
|
+
{
|
|
563
|
+
"id": "skill/scene-to-level",
|
|
564
|
+
"name": "scene-to-level",
|
|
565
|
+
"description": "Use when the user wants to go from a scene reference image or concept art to a playable Summer Engine scene populated with the right assets and terrain. Orchestrates concept, asset pack, terrain, composition, and scene assembly. Trigger on \"build this scene\", \"make this playable\", \"I want a level that looks like this\", \"from a screenshot to a game\", \"implement this concept\".",
|
|
566
|
+
"clients": "all",
|
|
567
|
+
"recommended": false,
|
|
568
|
+
"status": "stable",
|
|
569
|
+
"path": "library/skills/scene-to-level/"
|
|
570
|
+
},
|
|
571
|
+
{
|
|
572
|
+
"id": "skill/setup-multiplayer",
|
|
573
|
+
"name": "setup-multiplayer",
|
|
574
|
+
"description": "Use when the user wants to add multiplayer to an existing Summer game: co-op LAN, co-op online, competitive PvP, or a lobby. Start with Summer Engine's high-level MultiplayerAPI plus MultiplayerSpawner and MultiplayerSynchronizer; use custom networking only with a justified reason. Walks peer authority, RPC patterns, replication, and irreversible architecture decisions. It does not claim that managed matchmaking or hosting is live. Trigger on \"multiplayer\", \"co-op\", \"PvP\", \"online\", \"netcode\", \"rollback\", \"MultiplayerAPI\", \"host migration\", \"matchmaking\".",
|
|
575
|
+
"clients": "all",
|
|
576
|
+
"recommended": true,
|
|
577
|
+
"status": "stable",
|
|
578
|
+
"path": "library/skills/setup-multiplayer/"
|
|
579
|
+
},
|
|
580
|
+
{
|
|
581
|
+
"id": "skill/skill-create",
|
|
582
|
+
"name": "skill-create",
|
|
583
|
+
"description": "Use when a contributor wants to add a new skill to the Summer library. Bootstraps the canonical folder (library/skills/<slug>/ with resource.yaml and SKILL.md), frontmatter, and stub sections. Trigger on \"create skill\", \"add skill\", \"new skill\", \"skill-create\".",
|
|
584
|
+
"clients": "all",
|
|
585
|
+
"recommended": false,
|
|
586
|
+
"status": "stable",
|
|
587
|
+
"path": "library/skills/skill-create/"
|
|
588
|
+
},
|
|
589
|
+
{
|
|
590
|
+
"id": "skill/skill-improve",
|
|
591
|
+
"name": "skill-improve",
|
|
592
|
+
"description": "Use when a contributor wants to upgrade a Summer skill that is underperforming or to fix a regression — runs the skill against a behavioral spec with and without proposed changes via parallel-eval harness and ships the version that wins. Trigger on \"improve skill\", \"iterate on skill\", \"make this skill better\".",
|
|
593
|
+
"clients": "all",
|
|
594
|
+
"recommended": false,
|
|
595
|
+
"status": "stable",
|
|
596
|
+
"path": "library/skills/skill-improve/"
|
|
597
|
+
},
|
|
598
|
+
{
|
|
599
|
+
"id": "skill/skill-test",
|
|
600
|
+
"name": "skill-test",
|
|
601
|
+
"description": "Use when a contributor wants to lint a Summer skill before commit, audit the whole library, or check a behavioral spec assertion — validates against static structural rules and per-skill behavioral specs. Trigger on \"skill test\", \"lint skill\", \"validate skill\".",
|
|
602
|
+
"clients": "all",
|
|
603
|
+
"recommended": false,
|
|
604
|
+
"status": "stable",
|
|
605
|
+
"path": "library/skills/skill-test/"
|
|
606
|
+
},
|
|
607
|
+
{
|
|
608
|
+
"id": "skill/skintokens-auto-rigging",
|
|
609
|
+
"name": "skintokens-auto-rigging",
|
|
610
|
+
"description": "Use when auto-rigging a static GLB mesh offline with skin-tokens.cpp (LocalAI's C++/GGML port of VAST-AI SkinTokens/TokenRig) in SummerEngine's art pipeline: generate a skeleton and skin weights on CPU/Vulkan, then import the rigged GLB into Godot 4.",
|
|
611
|
+
"clients": "all",
|
|
612
|
+
"recommended": false,
|
|
613
|
+
"status": "preview",
|
|
614
|
+
"path": "library/skills/skintokens-auto-rigging/"
|
|
615
|
+
},
|
|
616
|
+
{
|
|
617
|
+
"id": "skill/skybox-panorama",
|
|
618
|
+
"name": "skybox-panorama",
|
|
619
|
+
"description": "Use when generating a 360° panoramic sky image for use as a Sky resource (PanoramaSkyMaterial) in a 3D scene. Equirectangular projection, 2:1 aspect. Wires into WorldEnvironment.sky. Trigger on \"skybox\", \"sky panorama\", \"360 background\", \"environment sky\", \"HDRI sky\", \"panoramic background\", \"panorama sky\".",
|
|
620
|
+
"clients": "all",
|
|
621
|
+
"recommended": false,
|
|
622
|
+
"status": "stable",
|
|
623
|
+
"path": "library/skills/skybox-panorama/"
|
|
624
|
+
},
|
|
625
|
+
{
|
|
626
|
+
"id": "skill/sound-effect",
|
|
627
|
+
"name": "sound-effect",
|
|
628
|
+
"description": "Use when generating short SFX one-shots — footsteps, weapon swings, UI clicks, hit impacts, environmental cues. Wires the resulting clip as an AudioStreamPlayer / 2D / 3D and auto-frees on finished. Trigger on \"make a sword swing sound\", \"generate a UI click\", \"I need a footstep\", \"add a hit sound\", \"spawn an SFX\".",
|
|
629
|
+
"clients": "all",
|
|
630
|
+
"recommended": true,
|
|
631
|
+
"status": "stable",
|
|
632
|
+
"path": "library/skills/sound-effect/"
|
|
633
|
+
},
|
|
634
|
+
{
|
|
635
|
+
"id": "skill/spatial-placement",
|
|
636
|
+
"name": "spatial-placement",
|
|
637
|
+
"description": "Use when positioning or verifying 3D objects with surrounding-scene evidence — floor and shelf support, wall gaps, collider or mesh overlap, directional clearance, alcoves, rotated props, and post-placement checks. Trigger on \"place\", \"position\", \"align\", \"sit on\", \"against the wall\", \"inside\", \"overlap\", \"clearance\", \"grounded\", \"flush\", \"spatial\", \"Starcast\".",
|
|
638
|
+
"clients": "all",
|
|
639
|
+
"recommended": true,
|
|
640
|
+
"status": "preview",
|
|
641
|
+
"path": "library/skills/spatial-placement/"
|
|
642
|
+
},
|
|
643
|
+
{
|
|
644
|
+
"id": "skill/sprite-sheet",
|
|
645
|
+
"name": "sprite-sheet",
|
|
646
|
+
"description": "Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on \"sprite sheet\", \"walk cycle\", \"attack frames\", \"animated sprite\", \"frame-by-frame animation\", \"2D character animation\".",
|
|
647
|
+
"clients": "all",
|
|
648
|
+
"recommended": false,
|
|
649
|
+
"status": "stable",
|
|
650
|
+
"path": "library/skills/sprite-sheet/"
|
|
651
|
+
},
|
|
652
|
+
{
|
|
653
|
+
"id": "skill/tileable-texture",
|
|
654
|
+
"name": "tileable-texture",
|
|
655
|
+
"description": "Use when generating a seamless tileable texture for walls, floors, terrain, ceilings — square tile that repeats cleanly on all four edges. Wires onto PlaneMesh / CSGBox3D / MeshInstance3D as a StandardMaterial3D albedo. Trigger on \"tileable texture\", \"seamless texture\", \"wall texture\", \"floor texture\", \"ground texture\", \"terrain texture\", \"tiled material\".",
|
|
656
|
+
"clients": "all",
|
|
657
|
+
"recommended": false,
|
|
658
|
+
"status": "stable",
|
|
659
|
+
"path": "library/skills/tileable-texture/"
|
|
660
|
+
},
|
|
661
|
+
{
|
|
662
|
+
"id": "skill/trailer-shot",
|
|
663
|
+
"name": "trailer-shot",
|
|
664
|
+
"description": "Use when generating marketing or trailer footage — slow-mo combat, dramatic establishing shots, hero beats, splash screens, pitch-deck B-roll. Optimizes for maximum visual punch in 5-10 seconds. Trigger on \"trailer\", \"marketing footage\", \"Steam capsule video\", \"splash screen\", \"hero shot\", \"pitch deck clip\", \"promo clip\", \"money shot\", \"B-roll\".",
|
|
665
|
+
"clients": "all",
|
|
666
|
+
"recommended": false,
|
|
667
|
+
"status": "stable",
|
|
668
|
+
"path": "library/skills/trailer-shot/"
|
|
669
|
+
},
|
|
670
|
+
{
|
|
671
|
+
"id": "skill/tune-performance",
|
|
672
|
+
"name": "tune-performance",
|
|
673
|
+
"description": "Use when the user reports the game is slow, drops framerate, stutters, takes forever to start, or runs poorly on specific hardware. Profiles the running game via summer_get_diagnostics, identifies hotspots (rendering / physics / scripting), and proposes specific fixes with before/after metric expectations. Trigger on \"slow\", \"lag\", \"fps drop\", \"stuttering\", \"performance\", \"optimize\", \"profile\", \"framerate\".",
|
|
674
|
+
"clients": "all",
|
|
675
|
+
"recommended": true,
|
|
676
|
+
"status": "stable",
|
|
677
|
+
"path": "library/skills/tune-performance/"
|
|
678
|
+
},
|
|
679
|
+
{
|
|
680
|
+
"id": "skill/ui-basics",
|
|
681
|
+
"name": "ui-basics",
|
|
682
|
+
"description": "Use when building Summer Engine UI: HUDs, main menus, pause menus, health bars, progress bars, dialogue boxes, or any Control-node tree. Covers anchors, containers (VBox/HBox/Margin), responsive layout, and theme versus inline styling. Trigger on \"UI\", \"HUD\", \"menu\", \"health bar\", \"Control\", \"anchors\", \"VBoxContainer\", \"main menu\", \"pause menu\".",
|
|
683
|
+
"clients": "all",
|
|
684
|
+
"recommended": true,
|
|
685
|
+
"status": "stable",
|
|
686
|
+
"path": "library/skills/ui-basics/"
|
|
687
|
+
},
|
|
688
|
+
{
|
|
689
|
+
"id": "skill/ui-graphics",
|
|
690
|
+
"name": "ui-graphics",
|
|
691
|
+
"description": "Use when generating UI elements — icons, buttons, panels, frames, HUD widgets, badges. Flat-design, transparent-background, game-UI style. Wires the result via TextureRect / NinePatchRect / AtlasTexture. Trigger on \"UI icon\", \"button graphic\", \"HUD element\", \"panel frame\", \"menu background\", \"inventory slot\", \"ability icon\", \"badge\".",
|
|
692
|
+
"clients": "all",
|
|
693
|
+
"recommended": false,
|
|
694
|
+
"status": "stable",
|
|
695
|
+
"path": "library/skills/ui-graphics/"
|
|
696
|
+
},
|
|
697
|
+
{
|
|
698
|
+
"id": "skill/use-widget-asset",
|
|
699
|
+
"name": "use-widget-asset",
|
|
700
|
+
"description": "Use when consuming a widget slice (panel, button, slider, progress bar, or toggle pair) from a `create-asset-sheet` pack in a Summer Engine scene. The pack's metadata.sliceMeta carries 9-slice margins, fill rects, and on/off pair links per slice. This skill explains how to wire those into NinePatchRect, TextureProgressBar, or TextureRect so the asset behaves like a real UI control instead of a static texture.",
|
|
701
|
+
"clients": "all",
|
|
702
|
+
"recommended": false,
|
|
703
|
+
"status": "stable",
|
|
704
|
+
"path": "library/skills/use-widget-asset/"
|
|
705
|
+
},
|
|
706
|
+
{
|
|
707
|
+
"id": "skill/using-summer",
|
|
708
|
+
"name": "using-summer",
|
|
709
|
+
"description": "Use when starting any conversation in a Summer Engine project — establishes how to find and use Summer skills and the summer-engine MCP, requiring Skill tool invocation before ANY response including clarifying questions.",
|
|
710
|
+
"clients": "all",
|
|
711
|
+
"recommended": false,
|
|
712
|
+
"status": "stable",
|
|
713
|
+
"path": "library/skills/using-summer/"
|
|
714
|
+
},
|
|
715
|
+
{
|
|
716
|
+
"id": "skill/vehicle-model",
|
|
717
|
+
"name": "vehicle-model",
|
|
718
|
+
"description": "Use when generating a hard-surface vehicle — car, motorcycle, spaceship, hover bike, boat, mech, tank, helicopter. Static mesh, optional secondary detail-texture pass, wired as Vehicle3D (player-driven) or MeshInstance3D (background). Trigger on \"make a car\", \"spaceship model\", \"generate a mech\", \"I need a vehicle\", \"hover bike\", \"tank model\", \"racing car\".",
|
|
719
|
+
"clients": "all",
|
|
720
|
+
"recommended": false,
|
|
721
|
+
"status": "stable",
|
|
722
|
+
"path": "library/skills/vehicle-model/"
|
|
723
|
+
},
|
|
724
|
+
{
|
|
725
|
+
"id": "skill/verification-before-completion",
|
|
726
|
+
"name": "verification-before-completion",
|
|
727
|
+
"description": "Use when about to claim work is complete, fixed, or passing, before committing or creating PRs - requires running verification commands and confirming output before making any success claims; evidence before assertions always",
|
|
728
|
+
"clients": "all",
|
|
729
|
+
"recommended": true,
|
|
730
|
+
"status": "stable",
|
|
731
|
+
"path": "library/skills/verification-before-completion/"
|
|
732
|
+
},
|
|
733
|
+
{
|
|
734
|
+
"id": "skill/verifying-scenes",
|
|
735
|
+
"name": "verifying-scenes",
|
|
736
|
+
"description": "Use when verifying that scene work actually landed — after any mutation batch, asset import, lighting change, or during a playtest — and before claiming any visual or structural result. Runs the before/after discipline (summer_world_snapshot → mutate → summer_snapshot_diff + summer_screenshot), reads live runtime state with summer_get_runtime_tree / summer_inspect_runtime_node instead of stopping the game, and enforces honest-claim rules.",
|
|
737
|
+
"clients": "all",
|
|
738
|
+
"recommended": true,
|
|
739
|
+
"status": "preview",
|
|
740
|
+
"path": "library/skills/verifying-scenes/"
|
|
741
|
+
},
|
|
742
|
+
{
|
|
743
|
+
"id": "skill/vfx-dissolve",
|
|
744
|
+
"name": "vfx-dissolve",
|
|
745
|
+
"description": "Use when authoring a dissolve effect — an object's mesh disintegrating with a glowing burning edge, driven by a noise threshold ShaderMaterial overriding the target's existing material. Trigger on \"dissolve\", \"disintegrate\", \"burn away\", \"Thanos snap\", \"vanish into ash\", \"enemy fades out\", \"object burns up\".",
|
|
746
|
+
"clients": "all",
|
|
747
|
+
"recommended": false,
|
|
748
|
+
"status": "stable",
|
|
749
|
+
"path": "library/skills/vfx-dissolve/"
|
|
750
|
+
},
|
|
751
|
+
{
|
|
752
|
+
"id": "skill/vfx-fire",
|
|
753
|
+
"name": "vfx-fire",
|
|
754
|
+
"description": "Use when authoring a fire visual effect — animated flames built with a particle shader, GPUParticles3D, and a noise-based color ramp. Trigger on \"torch\", \"campfire\", \"bonfire\", \"flame\", \"fire effect\", \"burning\", \"make this thing on fire\", \"candle\".",
|
|
755
|
+
"clients": "all",
|
|
756
|
+
"recommended": true,
|
|
757
|
+
"status": "stable",
|
|
758
|
+
"path": "library/skills/vfx-fire/"
|
|
759
|
+
},
|
|
760
|
+
{
|
|
761
|
+
"id": "skill/vfx-hit-spark",
|
|
762
|
+
"name": "vfx-hit-spark",
|
|
763
|
+
"description": "Use when authoring a hit-spark visual effect — a one-shot burst of additive billboard particles oriented to a surface normal, fired on impact. Trigger on \"hit spark\", \"impact spark\", \"bullet hit\", \"sword clash\", \"metal-on-metal\", \"ricochet\", \"impact effect\", \"spawn sparks at hit point\".",
|
|
764
|
+
"clients": "all",
|
|
765
|
+
"recommended": false,
|
|
766
|
+
"status": "stable",
|
|
767
|
+
"path": "library/skills/vfx-hit-spark/"
|
|
768
|
+
},
|
|
769
|
+
{
|
|
770
|
+
"id": "skill/vfx-lightning",
|
|
771
|
+
"name": "vfx-lightning",
|
|
772
|
+
"description": "Use when authoring a lightning bolt visual effect — procedural jagged path drawn via ImmediateMesh, glow shader, sparks at endpoints, screen shake. Trigger on \"lightning bolt\", \"chain lightning\", \"electric attack\", \"tesla coil\", \"shock spell\", \"thunderbolt\", \"energy beam\".",
|
|
773
|
+
"clients": "all",
|
|
774
|
+
"recommended": false,
|
|
775
|
+
"status": "stable",
|
|
776
|
+
"path": "library/skills/vfx-lightning/"
|
|
777
|
+
},
|
|
778
|
+
{
|
|
779
|
+
"id": "skill/vfx-magic-glow",
|
|
780
|
+
"name": "vfx-magic-glow",
|
|
781
|
+
"description": "Use when authoring a magic-glow visual effect — a pulsing OmniLight3D plus drifting additive motes plus optional emission shader on the source mesh. Trigger on \"magic glow\", \"enchanted item\", \"soul gem\", \"pulsing aura\", \"rune glow\", \"magical orb\", \"summon circle glow\", \"fairy\", \"wisp\".",
|
|
782
|
+
"clients": "all",
|
|
783
|
+
"recommended": false,
|
|
784
|
+
"status": "stable",
|
|
785
|
+
"path": "library/skills/vfx-magic-glow/"
|
|
786
|
+
},
|
|
787
|
+
{
|
|
788
|
+
"id": "skill/vfx-muzzle-flash",
|
|
789
|
+
"name": "vfx-muzzle-flash",
|
|
790
|
+
"description": "Use when authoring a muzzle-flash visual effect — a one-shot ~80 ms burst at a gun barrel built with a particle one-shot OR a flashing quad with a star-burst shader. Trigger on \"muzzle flash\", \"gun fire\", \"weapon flash\", \"barrel flash\", \"shoot a gun\", \"spell-cast burst at hand\".",
|
|
791
|
+
"clients": "all",
|
|
792
|
+
"recommended": true,
|
|
793
|
+
"status": "stable",
|
|
794
|
+
"path": "library/skills/vfx-muzzle-flash/"
|
|
795
|
+
},
|
|
796
|
+
{
|
|
797
|
+
"id": "skill/vfx-smoke",
|
|
798
|
+
"name": "vfx-smoke",
|
|
799
|
+
"description": "Use when authoring a smoke visual effect — a slow-rising column or puff of soft particles built with a noise + density falloff shader on a quad mesh, GPUParticles3D. Trigger on \"smoke\", \"smoke trail\", \"puff\", \"chimney smoke\", \"smoke from a fire\", \"steam\", \"fog cloud\", \"explosion smoke\".",
|
|
800
|
+
"clients": "all",
|
|
801
|
+
"recommended": false,
|
|
802
|
+
"status": "stable",
|
|
803
|
+
"path": "library/skills/vfx-smoke/"
|
|
804
|
+
},
|
|
805
|
+
{
|
|
806
|
+
"id": "skill/vfx-water-ripple",
|
|
807
|
+
"name": "vfx-water-ripple",
|
|
808
|
+
"description": "Use when authoring a water-ripple visual effect — animated normal-distortion ripples on a water plane (or as a Decal) triggered by impacts. Trigger on \"water ripple\", \"ripples on water\", \"raindrop ripple\", \"splash ripple\", \"rain on water\", \"footstep in puddle\", \"fish jumps\".",
|
|
809
|
+
"clients": "all",
|
|
810
|
+
"recommended": false,
|
|
811
|
+
"status": "stable",
|
|
812
|
+
"path": "library/skills/vfx-water-ripple/"
|
|
813
|
+
},
|
|
814
|
+
{
|
|
815
|
+
"id": "skill/voice-line",
|
|
816
|
+
"name": "voice-line",
|
|
817
|
+
"description": "Use when generating TTS voice lines — NPC barks, narrator, dialogue. Covers where voice ids come from, a character-to-voice decision tree, stability/style/similarity guidance, and the multi-line dialogue case via text_to_dialogue. Trigger on \"make a voice line\", \"narrator\", \"NPC says\", \"voice for the merchant\", \"TTS line\", \"dialogue\".",
|
|
818
|
+
"clients": "all",
|
|
819
|
+
"recommended": true,
|
|
820
|
+
"status": "stable",
|
|
821
|
+
"path": "library/skills/voice-line/"
|
|
822
|
+
},
|
|
823
|
+
{
|
|
824
|
+
"id": "skill/world-building-3d",
|
|
825
|
+
"name": "world-building-3d",
|
|
826
|
+
"description": "Use when composing, placing, grounding, spacing, or validating 3D objects in Summer Engine scenes. Trigger on \"world building\", \"place props\", \"snap to floor\", \"align objects\", \"distribute objects\", \"navigation reachability\", or requests to make a 3D scene look deliberately arranged rather than roughly positioned.",
|
|
827
|
+
"clients": "all",
|
|
828
|
+
"recommended": true,
|
|
829
|
+
"status": "preview",
|
|
830
|
+
"path": "library/skills/world-building-3d/"
|
|
831
|
+
},
|
|
832
|
+
{
|
|
833
|
+
"id": "skill/writing-plans",
|
|
834
|
+
"name": "writing-plans",
|
|
835
|
+
"description": "Use when you have a spec or requirements for a multi-step task, before touching code",
|
|
836
|
+
"clients": "all",
|
|
837
|
+
"recommended": false,
|
|
838
|
+
"status": "stable",
|
|
839
|
+
"path": "library/skills/writing-plans/"
|
|
840
|
+
},
|
|
841
|
+
{
|
|
842
|
+
"id": "skill/writing-skills",
|
|
843
|
+
"name": "writing-skills",
|
|
844
|
+
"description": "Use when creating new skills, editing existing skills, or verifying skills work before deployment",
|
|
845
|
+
"clients": "all",
|
|
846
|
+
"recommended": false,
|
|
847
|
+
"status": "stable",
|
|
848
|
+
"path": "library/skills/writing-skills/"
|
|
849
|
+
}
|
|
850
|
+
]
|
|
851
|
+
}
|