AGENT SKILLS · ÉQUIPEMENT DE MISSION
Des Agent Skills utiles classés selon leur usage réel
Comparez les Skills vérifiés par fonction, contenu, installations et fiabilité de la source avant de les ajouter.
- PÉRIMÈTRE
- VÉRIFIÉ
- Skills
- 23 248
- dépôts
- 3589
- dernière synchronisation
- 4 nov. 2026
actionbookdomain-web
Use when building web services. Keywords: web server, HTTP, REST API, GraphQL, WebSocket, axum, actix, warp, rocket, tower, hyper, reqwest, middleware, router, handler, extractor, state management, authentication, authorization, JWT, session, cookie, CORS, rate limiting, web 开发, HTTP 服务, API 设计, 中间件, 路由
- Installations / 1h
- 3
- GitHub Stars
- 1,5 k
- Mis à jour
- 23 août
actionbookm01-ownership
CRITICAL: Use for ownership/borrow/lifetime issues. Triggers: E0382, E0597, E0506, E0507, E0515, E0716, E0106, value moved, borrowed value does not live long enough, cannot move out of, use of moved value, ownership, borrow, lifetime, 'a, 'static, move, clone, Copy, 所有权, 借用, 生命周期
- Installations / 1h
- 3
- GitHub Stars
- 1,5 k
- Mis à jour
- 23 août
actionbookm02-resource
CRITICAL: Use for smart pointers and resource management. Triggers: Box, Rc, Arc, Weak, RefCell, Cell, smart pointer, heap allocation, reference counting, RAII, Drop, should I use Box or Rc, when to use Arc vs Rc, 智能指针, 引用计数, 堆分配
- Installations / 1h
- 3
- GitHub Stars
- 1,5 k
- Mis à jour
- 23 août
actionbookm05-type-driven
CRITICAL: Use for type-driven design. Triggers: type state, PhantomData, newtype, marker trait, builder pattern, make invalid states unrepresentable, compile-time validation, sealed trait, ZST, 类型状态, 新类型模式, 类型驱动设计
- Installations / 1h
- 3
- GitHub Stars
- 1,5 k
- Mis à jour
- 23 août
actionbookm10-performance
CRITICAL: Use for performance optimization. Triggers: performance, optimization, benchmark, profiling, flamegraph, criterion, slow, fast, allocation, cache, SIMD, make it faster, 性能优化, 基准测试
- Installations / 1h
- 3
- GitHub Stars
- 1,5 k
- Mis à jour
- 23 août
actionbookm12-lifecycle
Use when designing resource lifecycles. Keywords: RAII, Drop, resource lifecycle, connection pool, lazy initialization, connection pool design, resource cleanup patterns, cleanup, scope, OnceCell, Lazy, oncecell, OnceLock, transaction, session management, when is Drop called, cleanup on error, guard pattern, scope guard, 资源生命周期, 连接池, 惰性初始化, 资源清理, RAII 模式
- Installations / 1h
- 3
- GitHub Stars
- 1,5 k
- Mis à jour
- 23 août
actionbookrust-call-graph
Visualize Rust function call graphs using LSP. Triggers on: /call-graph, call hierarchy, who calls, what calls, 调用图, 调用关系, 谁调用了, 调用了谁
- Installations / 1h
- 3
- GitHub Stars
- 1,5 k
- Mis à jour
- 23 août
actionbookrust-code-navigator
Navigate Rust code using LSP. Triggers on: /navigate, go to definition, find references, where is defined, 跳转定义, 查找引用, 定义在哪, 谁用了这个
- Installations / 1h
- 3
- GitHub Stars
- 1,5 k
- Mis à jour
- 23 août
actionbookrust-refactor-helper
Safe Rust refactoring with LSP analysis. Triggers on: /refactor, rename symbol, move function, extract, 重构, 重命名, 提取函数, 安全重构
- Installations / 1h
- 3
- GitHub Stars
- 1,5 k
- Mis à jour
- 23 août
actionbookrust-symbol-analyzer
Analyze Rust project structure using LSP symbols. Triggers on: /symbols, project structure, list structs, list traits, list functions, 符号分析, 项目结构, 列出所有, 有哪些struct
- Installations / 1h
- 3
- GitHub Stars
- 1,5 k
- Mis à jour
- 23 août
actionbookrust-trait-explorer
Explore Rust trait implementations using LSP. Triggers on: /trait-impl, find implementations, who implements, trait 实现, 谁实现了, 实现了哪些trait
- Installations / 1h
- 3
- GitHub Stars
- 1,5 k
- Mis à jour
- 23 août
quodsolerue-animation-system
Use when writing or debugging Unreal Engine animation C++: AnimInstance subclasses, thread-safe update, FAnimInstanceProxy, montage playback and delegates, anim notifies, animation curves, blend spaces, anim state machines, linked anim layers, root motion. Also use when the user mentions 'UAnimInstance', 'NativeUpdateAnimation', 'NativeThreadSafeUpdateAnimation', 'MontagePlay', 'OnMontageEnded', 'UAnimNotify', 'UAnimNotifyState', 'branching point', 'GetCurveValue', 'blend space', 'AnimGraph', 'L
- Installations / 1h
- 3
- GitHub Stars
- 385
- Mis à jour
- 28 sept.
quodsolerue-audio-system
Use when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio. Also use when the user mentions 'UAudioComponent', 'PlaySoundAtLocation', 'SpawnSoundAttached', 'SoundCue', 'MetaSound', 'UMetaSoundSource', 'SetFloatParameter', 'sound attenuation', 'spatialization', 'occlusion', 'sound concurrency', 'submix', 'audio bus', 'sound mix', 'SetSubmixOutputVolume', 'reverb', 'Quartz', 'audio modulation' or 'subtitles'. For VFX timing, s
- Installations / 1h
- 3
- GitHub Stars
- 385
- Mis à jour
- 28 sept.
quodsolerue-editor-tools
Use when extending the Unreal Editor from C++ with detail customizations, editor utility widgets, menus, editor modes, asset definitions or editor subsystems. Also use when the user mentions 'IDetailCustomization', 'IPropertyTypeCustomization', 'CustomizeDetails', 'RegisterCustomClassLayout', 'IDetailLayoutBuilder', 'AddCustomRow', 'IPropertyHandle', 'UToolMenus', 'ExtendMenu', 'FToolMenuEntry', 'UEditorUtilityWidget', 'Blutility', 'UAssetActionUtility', 'UEditorSubsystem', 'UEdMode', 'UAssetDef
- Installations / 1h
- 3
- GitHub Stars
- 385
- Mis à jour
- 28 sept.
quodsolerue-gameplay-framework
Use when writing or fixing Unreal Engine gameplay framework classes — GameMode, GameState, PlayerController, PlayerState, Pawn, Character, HUD, GameInstance — and the flows they own: player join, pawn spawning, match state, travel and non-GAS damage. Also use when the user mentions 'AGameModeBase', 'PostLogin', 'OnPostLogin', 'RestartPlayer', 'SpawnDefaultPawnFor', 'ChoosePlayerStart', 'match state', 'PossessedBy', 'seamless travel', 'ServerTravel', 'DrawHUD', 'TakeDamage', 'ApplyRadialDamage' o
- Installations / 1h
- 3
- GitHub Stars
- 385
- Mis à jour
- 28 sept.
quodsolerue-materials-rendering
Use when writing C++ for materials or rendering — dynamic material instances, material parameter collections, render targets, scene capture, post process, decals, Nanite, Lumen, MegaLights, Substrate. Also use when the user mentions 'MID', 'CreateDynamicMaterialInstance', 'SetScalarParameterValue', 'UMaterialInstanceDynamic', 'material parameter collection', 'UTextureRenderTarget2D', 'DrawMaterialToRenderTarget', 'scene capture', 'post process volume', 'FPostProcessSettings', 'bOverride', 'blend
- Installations / 1h
- 3
- GitHub Stars
- 385
- Mis à jour
- 28 sept.
quodsolerue-networking-replication
Use when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy or dormancy, registering replicated subobjects, or turning on push model or Iris. Also use when the user mentions 'replicate a variable', 'OnRep', 'DOREPLIFETIME', 'GetLifetimeReplicatedProps', 'Server RPC', 'NetMulticast', 'WithValidation', 'CONDOwnerOnly', 'HasAuthority', 'ENetRole', 'FFastArraySerializer', 'MARKPROPERTYDIRTYFROMNAME', 'net dormancy', 'replication graph', 'dedicated server' or 'lis
- Installations / 1h
- 3
- GitHub Stars
- 385
- Mis à jour
- 28 sept.
quodsolerue-niagara-effects
Use when driving Niagara VFX from C++: spawning a system, overriding User parameters, binding data interfaces, sending gameplay data through Niagara Data Channels, pooling components or handling OnSystemFinished. Also use when the user mentions 'Niagara', 'particle system', 'VFX', 'UNiagaraComponent', 'UNiagaraFunctionLibrary', 'SpawnSystemAtLocation', 'SpawnSystemAttached', 'SetVariableFloat', 'User. parameter', 'data interface', 'ENCPoolMethod', 'sim cache', 'lightweight emitter', 'muzzle flas
- Installations / 1h
- 3
- GitHub Stars
- 385
- Mis à jour
- 28 sept.
quodsolerue-world-level-streaming
Use when streaming levels in and out, setting up World Partition, or moving between maps. Also use when the user mentions 'level streaming', 'World Partition', 'data layer', 'UDataLayerManager', 'SetDataLayerRuntimeState', 'LoadStreamLevel', 'UnloadStreamLevel', 'ULevelStreamingDynamic', 'LoadLevelInstance', 'ALevelInstance', 'streaming source', 'streaming volume', 'HLOD', 'OpenLevel', 'ServerTravel', 'seamless travel', 'sub-level', 'open world', or 'UWorldSubsystem'. For replication and net rel
- Installations / 1h
- 3
- GitHub Stars
- 385
- Mis à jour
- 28 sept.
rijanshumanize-text
Write and rewrite natural, human-authored prose while preserving voice, meaning, nuance, and facts. Use when drafting, editing, or reviewing articles, blogs, documentation, READMEs, tutorials, technical explanations, product copy, release notes, social posts, or other prose that should sound specific, natural, and non-formulaic.
- Installations / 1h
- 3
- GitHub Stars
- 2
- Mis à jour
- 11 oct.
rijansuse-telegram-serverless
Build, ship, and scale simple or full-stack Telegram bots and Mini Apps on Telegram Serverless with V8 JS, SQLite (sdk/db), Mini App RPC, and tgcloud. Use for any Telegram Serverless project—from a single-file bot handler to a stateful Mini App with tgcloud.jsonc static hosting, SQLite migrations (tgcloud migrate), sdk/api, sdk/fetch, Telegram.WebApp.Serverless.call, or Telegram Stars (XTR) payments.
- Installations / 1h
- 3
- GitHub Stars
- 2
- Mis à jour
- 11 oct.
deanpeterscustomer-journey-map
Create a customer journey map across stages, touchpoints, actions, emotions, and metrics. Use when diagnosing a broken experience or aligning a team on the full customer flow.
- Installations / 1h
- 3
- GitHub Stars
- 7,4 k
- Mis à jour
- 1 sept.
deanpeterscustomer-journey-mapping-workshop
Run a customer journey mapping workshop with adaptive questions and outputs. Use when you need to map stages, actions, emotions, pain points, and opportunities for a persona and scenario.
- Installations / 1h
- 3
- GitHub Stars
- 7,4 k
- Mis à jour
- 1 sept.
deanpetersdirector-readiness-advisor
Guide the PM-to-Director transition across preparing, interviewing, landing, and recalibrating. Use when leadership scope is changing and you need practical coaching.
- Installations / 1h
- 3
- GitHub Stars
- 7,4 k
- Mis à jour
- 1 sept.