cypress
Provides comprehensive guidance for Cypress end-to-end testing including commands, assertions, component testing, CI/CD integration, and best practices. Use when the user asks about Cypress, needs to write E2E tests, component tests, or configure Cypress for testing.
detox
Provides comprehensive guidance for Detox mobile testing framework including React Native testing, E2E testing, and test synchronization. Use when the user asks about Detox, needs to test React Native applications, write E2E tests for mobile apps, or configure Detox.
jest
Provides comprehensive guidance for Jest testing framework including test writing, matchers, async testing, mocking, snapshots, configuration, and CLI. Use when the user asks about Jest, needs to write JavaScript/TypeScript tests, mock dependencies, or configure Jest for projects.
junit
Provides comprehensive guidance for JUnit testing framework including test annotations, assertions, test lifecycle, and best practices. Use when the user asks about JUnit, needs to write Java unit tests, use JUnit annotations, or configure JUnit for Java projects.
playwright
Provides comprehensive guidance for Playwright testing including browser automation, test writing, page objects, and cross-browser testing. Use when the user asks about Playwright, needs to write E2E tests, automate browsers, or test web applications across browsers.
pytest
Provides comprehensive guidance for pytest testing framework including test writing, fixtures, parametrization, mocking, and plugins. Use when the user asks about pytest, needs to write Python tests, use pytest fixtures, or configure pytest for Python projects.
selenium
Provides comprehensive guidance for Selenium WebDriver including browser automation, element location, waits, and test frameworks. Use when the user asks about Selenium, needs to automate web browsers, write Selenium tests, or work with Selenium WebDriver.
vitest
Provides comprehensive guidance for Vitest testing framework including fast test execution, Vite integration, component testing, mocking, and configuration. Use when the user asks about Vitest, needs to write fast unit tests, test Vue/React components, or configure Vitest with Vite projects.
threejs-animation
three.js keyframe animation system: AnimationMixer, AnimationClip, AnimationAction, KeyframeTrack variants, PropertyBinding, PropertyMixer, AnimationObjectGroup, AnimationUtils; mixing and crossfading clips, loop modes, timeScale, weight; addon AnimationClipCreator and CCDIKSolver for procedural rigs. Use when playing glTF clips, blending actions, or authoring procedural tracks; for skin deformation rigging on meshes see threejs-objects; for math interpolants without clips see threejs-math only when not tied to AnimationMixer.
threejs-textures
three.js textures: Texture, DataTexture, CubeTexture, CompressedTexture variants, DepthTexture, VideoTexture, CanvasTexture, 3D/array textures, Source; sampling parameters, mipmaps, anisotropy, wrap/mag/min filters; PMREMGenerator in Extras for environment map prefiltering. Use when configuring GPU texture objects and PMREM; for Draco/KTX2 transcoder file paths use threejs-loaders; for material map slots use threejs-materials; for output color pipeline use threejs-renderers.
threejs-audio
three.js audio spatialization: AudioListener attached to camera rig, Audio and PositionalAudio sources, AudioAnalyser for FFT/time-domain data, and integration with Web Audio API contexts; AudioLoader is referenced from threejs-loaders for file decoding. Use when placing 3D sound, configuring panner parameters, or building audio visualization; not a replacement for full game audio middleware.
threejs-camera
three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers.
threejs-scenes
three.js Scene graph root object, linear Fog and exponential FogExp2, Scene.background for solid colors or textures, and high-level environment background concepts that tie to PMREM and loaders in other skills. Use when configuring world container, atmospheric fog, or background; for HDR env map file loading use threejs-loaders; for GPU texture settings after load use threejs-textures; for tone mapping use threejs-renderers.
threejs-controls
Addon camera and object manipulation controls: OrbitControls, MapControls, FlyControls, FirstPersonControls, TrackballControls, ArcballControls, DragControls, PointerLockControls, TransformControls; damping, target focal point, and integration with the animation loop. Use for editor-style navigation and gizmos—not a full game character controller stack; pair with Raycaster selection patterns in threejs-objects when transforming selections.
threejs-dev-setup
Bootstrap and toolchain guidance for three.js applications using npm, Vite/Webpack/Rollup, bare ESM import maps, and TypeScript. Covers canonical import paths for three core versus three/addons/ (examples/jsm re-exports), version alignment with threejs.org docs, and fixing module not found for loaders and controls. Use when scaffolding a new 3D project, migrating bundler, or debugging resolution of addons; do not use for rendering API details (see threejs-renderers) or asset loading logic (see threejs-loaders).
threejs-geometries
three.js geometry authoring: BufferGeometry, typed BufferAttribute and interleaved layouts, InstancedBufferGeometry, primitive Geometries (box/sphere/torus/etc.), ExtrudeGeometry and Shape/Path/Curve from Extras, WireframeGeometry, and addon geometries such as TextGeometry, DecalGeometry, RoundedBoxGeometry. Use when building custom buffer geometries, extruding shapes, or using primitive geometry constructors; for animation morph targets see threejs-animation; for merging buffers see BufferGeometryUtils addon.
threejs-helpers
Debug and visualization helpers in three.js Core Helpers (AxesHelper, GridHelper, CameraHelper, light helpers, SkeletonHelper, bounding box helpers, PlaneHelper, PolarGridHelper, ArrowHelper) and Addons Helpers (VertexNormalsHelper, VertexTangentsHelper, RectAreaLightHelper, LightProbeHelper, ViewHelper, OctreeHelper, TextureHelper, PositionalAudioHelper, AnimationPathHelper, RapierHelper). Use only for development and editor overlays—not for shipping art; for gizmo-style manipulation use threejs-controls.
threejs-lights
three.js lighting: AmbientLight, HemisphereLight, DirectionalLight, PointLight, SpotLight, RectAreaLight, LightProbe, IESSpotLight, ProjectorLight, shadow subtypes, and addon helpers such as RectAreaLightUniformsLib, RectAreaLightTexturesLib, LightProbeGenerator, TiledLighting. Use when configuring direct/indirect light, shadows, probes, or area lights; for IES file loading use threejs-loaders; for node-based light graphs use threejs-node-tsl; for debug helpers use threejs-helpers.
threejs-loaders
three.js asset I/O using LoadingManager, Cache, FileLoader, image and texture loaders, GLTFLoader with DRACOLoader and KTX2Loader, and common format loaders under Addons; symmetric exporters such as GLTFExporter and texture/buffer exporters. Use when loading or exporting models, HDR, LUT, fonts, or compressed textures; for runtime Texture object parameters after load use threejs-textures; for scene graph placement use threejs-objects.
threejs-materials
Classic three.js materials (non-Node): MeshStandardMaterial, MeshPhysicalMaterial, Phong/Lambert/Toon/Basic, Line/Points/Sprite materials, MeshMatcapMaterial, MeshNormalMaterial, depth/distance materials, ShaderMaterial and RawShaderMaterial. Use when tuning PBR maps, transparency, depth write, skinning flags, or writing GLSL in ShaderMaterial; for TSL/NodeMaterial/WebGPU shader graphs use threejs-node-tsl instead.
threejs-math
three.js math library: Vector2/3/4, Matrix3/4, Quaternion, Euler, Color, Box2/Box3, Sphere, Plane, Ray, Line3, Triangle, Frustum, Cylindrical/Spherical coords, MathUtils, and Interpolant base classes; addon math utilities such as OBB, Octree, Capsule, ConvexHull, MeshSurfaceSampler. Use for transforms, intersection tests, and spatial queries; for keyframe interpolation tied to AnimationMixer use threejs-animation; for picking implementation use threejs-objects with Raycaster.
uniapp-native-plugin
Develops native Android and iOS plugins for uni-app including module creation, JavaScript-to-native communication, and plugin packaging for distribution. Use when the user needs to build custom native modules, extend uni-app with native capabilities (camera, Bluetooth, sensors), or create publishable native plugins.
threejs-node-tsl
three.js node-based shading: Nodes API surface, NodeMaterial and MeshStandardNodeMaterial-style families, TSL (Three.js Shading Language) entry at TSL.html, WebGPURenderer pairing, and core PostProcessing (class) versus addon EffectComposer at a high level. Use when authoring shaders as graphs, using TSL builtins, compute-oriented nodes, or modern WebGPU pipelines; for classic ShaderMaterial GLSL use threejs-materials; for stock EffectComposer passes use threejs-postprocessing; for WebGLRenderer-only tuning use threejs-renderers.
threejs-objects
three.js scene graph objects: Object3D transforms and hierarchy, Group, Mesh, InstancedMesh, SkinnedMesh, BatchedMesh, LOD, Line/LineLoop/LineSegments, Points, Sprite, Bone, Skeleton, ClippingGroup; interaction via Raycaster, Layers masks, and EventDispatcher patterns. Use when building scene hierarchies, picking objects with Raycaster, or configuring instanced/skinned meshes; for pure vector math use threejs-math; for skeletal clips use threejs-animation.
threejs-postprocessing
Addon screen-space post-processing for three.js using EffectComposer, Pass base class, RenderPass, and stock passes such as UnrealBloomPass, SSAOPass, SSRPass, BokehPass, OutlinePass, FXAAPass/SMAAPass, TAARenderPass, and ShaderPass; references the Shaders addon group for underlying shader modules. Use when building composer chains for bloom, SSAO, or other screen-space effects; not for basic renderer tone mapping alone (threejs-renderers).
threejs-renderers
Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.
nvm-troubleshooting-linux
Diagnose and fix nvm issues on Linux and WSL, including profile not loading, PATH errors, distro-specific differences, and Alpine compatibility problems. Use when the user reports nvm not found on Linux, nvm command not working in WSL, or distro-specific nvm issues.
nvm-troubleshooting-macos
Diagnose and fix nvm issues on macOS, including zsh/bash profile not loading, PATH priority conflicts, permission errors, and Homebrew Node conflicts. Use when the user reports nvm not found on macOS, nvm command not working in zsh or Terminal, or PATH priority issues after macOS updates.
nvm-uninstall
Remove nvm completely by deleting NVM_DIR, cleaning nvm lines from shell profiles, and restoring system Node PATH priority. Use when the user asks to uninstall nvm, remove node version manager, clean up nvm installation, or restore their system to use the system-installed Node.
nvm-usage-basics
Manage Node.js versions with everyday nvm commands: install specific versions, switch active versions, list installed and remote versions, and use LTS releases. Use when the user asks about nvm install, nvm use, nvm ls, listing available Node versions, or switching between Node versions.
nvm-verify
Verify nvm installation is working correctly by checking nvm, node, and npm commands, diagnosing PATH order, and inspecting profile loading. Use when the user reports nvm command not found, wants to verify nvm is installed, or needs to diagnose why nvm is not loading in new terminal sessions.
nvm
Install, configure, and use nvm (Node Version Manager) to manage Node.js versions. Routes to focused sub-skills for installation, shell setup, version switching, .nvmrc defaults, global packages, Docker/CI, troubleshooting, and more. Use when the user needs to manage Node.js versions, install nvm, or troubleshoot nvm usage.
uniapp-native-app
Packages uni-app projects as native Android APK/AAB and iOS IPA via offline packaging, covering manifest configuration, signing certificates, native plugin integration, and build distribution. Use when the user needs to package a uni-app as a native app, configure Android keystore or iOS provisioning, or set up offline build for distribution.
ocrmypdf-api
OCRmyPDF Python API and plugin skill — use OCRmyPDF programmatically from Python, integrate with applications, and extend with plugins (EasyOCR, PaddleOCR, AppleOCR). Use when the user needs to call OCRmyPDF from Python code, build OCR pipelines, or use alternative OCR engines.
ocrmypdf-batch
OCRmyPDF batch processing skill — process multiple PDFs, Docker automation, shell scripting, and CI/CD integration. Use when the user needs to OCR many PDFs, set up automated OCR pipelines, or integrate OCR into workflows.
ocrmypdf-image
OCRmyPDF image processing skill — deskew, rotate, clean, despeckle, remove border from scanned documents. Use when the user needs to improve scanned PDF quality, fix skewed pages, remove noise, or clean up scanned documents before OCR.
ocrmypdf-optimize
OCRmyPDF optimization skill — compress PDFs, configure PDF/A output, JBIG2 encoding, and lossless optimization. Use when the user needs to reduce PDF file size, create archival PDF/A files, or optimize OCR output.
ocrmypdf
OCRmyPDF core skill — add searchable OCR text layer to scanned PDFs, convert images to searchable PDFs, support 100+ languages via Tesseract. Use when the user needs to OCR a PDF, make a scanned PDF searchable, or extract text from scanned documents.
openspec-apply
Implement tasks from the change using `/opsx:apply`, working through the task list and checking off items. Use when the user says "implement", "apply the change", "/opsx:apply", or "start coding from tasks".
openspec-archive
Archive a completed change with `/opsx:archive`, merging delta specs into main specs and preserving the change for history. Use when the user says "archive the change", "finish up", "/opsx:archive", or "mark this change as done".
openspec-bulk-archive
Archive multiple completed changes at once with `/opsx:bulk-archive`, handling spec conflicts between changes. Use when the user says "archive all changes", "bulk archive", "/opsx:bulk-archive", or has multiple completed changes.
openspec-config
Configure OpenSpec project settings and global CLI configuration using `openspec/config.yaml` and `openspec config` commands. Use when the user says "configure OpenSpec", "project config", "add project context", or wants to set per-artifact rules.
openspec-continue
Create the next artifact in the dependency chain with `/opsx:continue`, building up a change incrementally. Use when the user says "continue the change", "create next artifact", "/opsx:continue", or wants step-by-step artifact creation.
openspec-explore
Think through ideas, investigate problems, and clarify requirements before committing to a change using `/opsx:explore`. Use when the user says "explore an idea", "think through this", "investigate options", or wants to brainstorm before creating a formal change.
tui-prd-to-descriptions
Generate and render a pixel-precise ASCII TUI PRD to Descriptions component with complete output blocks (TUI_RENDER, COMPONENT_SPEC, PENCIL_SPEC, PENCIL_BATCH_DESIGN) for Pencil MCP drawing workflows. Use when the user asks to create a PRD to descriptions in a terminal UI, text-based interface, or Pencil MCP project.
tui-popup
Generate and render a pixel-precise ASCII TUI Popup component with complete output blocks (TUI_RENDER, COMPONENT_SPEC, PENCIL_SPEC, PENCIL_BATCH_DESIGN) for Pencil MCP drawing workflows. Use when the user asks to create a popup in a terminal UI, text-based interface, or Pencil MCP project.
tui-picker
Generate and render a pixel-precise ASCII TUI Picker component with complete output blocks (TUI_RENDER, COMPONENT_SPEC, PENCIL_SPEC, PENCIL_BATCH_DESIGN) for Pencil MCP drawing workflows. Use when the user asks to create a picker in a terminal UI, text-based interface, or Pencil MCP project.
tui-pagination
Generate and render a pixel-precise ASCII TUI Pagination component with complete output blocks (TUI_RENDER, COMPONENT_SPEC, PENCIL_SPEC, PENCIL_BATCH_DESIGN) for Pencil MCP drawing workflows. Use when the user asks to create a pagination in a terminal UI, text-based interface, or Pencil MCP project.
tui-page-composer
Generate and render a pixel-precise ASCII TUI Page Composer component with complete output blocks (TUI_RENDER, COMPONENT_SPEC, PENCIL_SPEC, PENCIL_BATCH_DESIGN) for Pencil MCP drawing workflows. Use when the user asks to create a page composer in a terminal UI, text-based interface, or Pencil MCP project.
tui-nvue
Generate and render a pixel-precise ASCII TUI NVue component with complete output blocks (TUI_RENDER, COMPONENT_SPEC, PENCIL_SPEC, PENCIL_BATCH_DESIGN) for Pencil MCP drawing workflows. Use when the user asks to create a nvue in a terminal UI, text-based interface, or Pencil MCP project.
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