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Found 3,958 Skills
Context layer for data agents - builds semantic layer, wiki, and warehouse metadata to enable accurate AI-powered analytics queries
Build hierarchical memory systems for AI agents using GAM (General Agentic Memory) with text, video, and long-horizon trajectory support
Work with Shiplight Cloud v2/Nova test results APIs: create local or CI test runs, upload result artifacts, complete runs, and retrieve signed artifact URLs.
Fetch Confluence Cloud pages through an authenticated Chrome browser session when API tokens do not work, especially with Microsoft/SSO. Use to archive Confluence page JSON, storage/view HTML, browser HTML, attachments, CQL search results, or page descendants into a raw wiki folder.
Datadog Browser SDK — RUM, Logs, Session Replay, profiling, product analytics, and error tracking setup, configuration, and migration. Use when upgrading Browser SDK versions, setting up RUM or Logs, or troubleshooting browser-side Datadog instrumentation.
Design or audit UI for Qt/QML, Qt projects, web, or embedded MPU or MCU targets. Use when creating screens, layouts, navigation, or auditing UX.
Generates standalone Markdown reference documentation for QML components and applications. Use this skill whenever you want to document QML files, create API reference docs for a QML component or module, document a Qt Quick application, or produce developer-facing documentation from .qml source code. Triggers on: "document this QML", "write docs for my QML", "create reference docs", "document QML component", "QML API docs", "document my Qt Quick component", "document my Qt app", or any time one or more .qml files are provided and documentation is needed. Works with single files, pasted code, or entire project folders. DO NOT use if the user asks for QDoc format output.
Transition the Linear issues linked to the current branch through their workflow states (In Progress / In Review / Done) — resolve live state IDs by team name, extract issue IDs from the branch, and apply the transition idempotently. Use when starting work on an issue, when a PR opens or updates, during branch cleanup, or whenever a branch's Linear issues need their state synced. Resolves state IDs by team name (not key — keys go stale on rename), reads the team name and issue-ID prefixes from config.json, and skips any issue already at or past the target state.
Drive a Metabase instance from the terminal via the `mb` CLI. Authenticate with named profiles; inspect databases (list, get, full metadata rollup, schemas, tables in a schema) and trigger manual schema sync / field-values rescan; inspect tables, fields; list/get/create/update/archive cards (questions, models, metrics) and run them as JSON/CSV/XLSX; list/get/create/update dashboards and patch dashcards; list/get/create collections and traverse the hierarchy by id, entity_id, or "root"/"trash" (with items and recursive tree); list/get/create/update/archive native query snippets, segments, and measures; author/update/run transforms and schedule transform-jobs; read/update settings; search content (cards, dashboards, collections, transforms, metrics); manage Enterprise workspaces; git-sync to/from a git remote (status, dirty, import, export, branches, stash, add/remove a collection from sync). Use whenever the user wants to interact with a Metabase from the terminal — "log into metabase", "what profiles do I have", "list cards", "run card 42 as CSV", "create a transform", "list dashboards", "move a dashcard", "list collections", "what's in collection 4", "show the collection tree", "list snippets", "create a segment", "archive a measure", "search metabase for X", "spin up a workspace", "import the latest changes", "add a directory to git sync", "set a setting", "what schemas are in this database", "trigger a sync", "rescan field values", or anything hitting `mb <verb>`.
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
Build Godot 4.x user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.
Use C#/.NET in Godot 4.x: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, GetNode<T>, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.