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Found 3,727 Skills
Redis vector search guidance covering HNSW vs FLAT algorithm choice, vector index configuration (dims, distance metric, datatype), filtered hybrid search combining vector similarity with TAG or NUMERIC filters, and the RAG retrieval pattern with RedisVL. Use when defining a VECTOR field in FT.CREATE, integrating embeddings (OpenAI, Cohere, sentence-transformers), tuning HNSW parameters (M, EF_CONSTRUCTION, EF_RUNTIME), building a retrieval-augmented generation pipeline, or filtering vector results by attribute.
Curated research collection on adaptation strategies for agentic AI systems, covering agent and tool adaptation methods with RL, SFT, and DPO approaches
AI Agent learning roadmap and curated resources for building production-ready agents with modern patterns like Claude Code, OpenClaw, skills, MCP, and evaluation
Hostinger VPS API for virtual machine management, Docker projects, firewalls, SSH keys, backups, snapshots, OS templates, post-install scripts, recovery mode, malware scanning, PTR records, and metrics. Use when creating, managing, or troubleshooting VPS instances, deploying Docker containers, configuring firewalls, or managing server infrastructure.
Migrate Kotlin (and Java) code from kotlinx.collections.immutable 0.3.x / 0.4.x to the latest 0.5.x. The 0.5.x line renames every copy-returning method on PersistentList / PersistentMap / PersistentSet / PersistentCollection to a participial form per KEEP-0459 (add→adding, removeAt→removingAt, set→replacingAt, put→putting, clear→cleared, …) and deprecates the old names (WARNING, with ReplaceWith). Driven by the compiler: bump the version, recompile, and apply the rename each deprecation warning names. Use when the user mentions kotlinx.collections.immutable 0.5.x, PersistentList migration, "Use adding() instead", KEEP-0459, or sees deprecation warnings from kotlinx.collections.immutable.
Use this skill for OKX Outcomes markets (YES/NO event contracts, formerly OKX Predictions) via the okx-outcomes binary. Triggers: 'list prediction events', '预测市场', 'event detail', 'place prediction order', '预测下单', 'buy YES', 'buy NO', '撤单 预测', 'split xp', '拆分 xp', 'merge YES NO', '赎回 预测', 'prediction positions', '预测持仓', 'live prediction price', '预测行情', 'OHLCV candles', 'K线', 'CTF', 'polymarket'. Auth: OAuth sign-in via 'okx outcomes auth login'; writes need a signing key configured by 'okx outcomes setup'. Do NOT use for OKX CEX event contracts (use okx-cex-trade event), spot/swap/futures (okx-cex-trade), crypto market data (okx-cex-market), or CEX portfolio (okx-cex-portfolio). Namespace required: account: balance/positions/order/orders/trades; clob: price/prices/midpoint/midpoints/spread/spreads/book/books; data: events/event/event-markets/market/trending/ticker/candles; ctf: split/merge/redeem; wallet: show; auth: login/refresh/status; setup: status/region/bind.
Clean up a Git repository's merged branches and worktrees, then prune filesystem cruft (recursively-empty directories and orphaned node_modules). Use when asked to clean up / tidy / prune merged branches, remove stale or finished worktrees, delete branches whose PRs have already merged (including squash-merges), or sweep empty directories and leftover node_modules. Two-pass merge detection (git ancestry plus merged GitHub PRs), an uncommitted-changes guard on worktrees, an optional Linear "Done" writeback, per-pass confirmation gates, and a --dry-run preview. Protected branches are never touched.
Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).
Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.
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.
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.
Plan and ship a game under a jam deadline: lock scope to the clock, schedule the hours, cut features, and submit on time. Use for a game jam (Ludum Dare, GMTK Jam, Global Game Jam), a 48-hour or weekend build, or scoping and submitting a jam entry.