Results for “replay-buffer”
24 skillsMore results
Support Prerendering
Fix interactive Blazor components that break during prerender: duplicate data loads, null references, UI flicker, and state loss. Persist state across the prerender-to-interactive handoff, disable prerendering, exclude pages from interactive routing, and detect prerender vs interactive at runtime.
4k
Resume Session
セッション再開時に最新5件のhandoffを読み込み文脈を復元するスキル。「おはよう」「こんにちは」「こんばんは」「再開」「restart」または /resume-session を呼んだ時にトリガーする。new-session の対(読込側)。
0
Video Build
Transform an approved video script into a Remotion build specification with scaffolded project directory, compositions, scene components, and render config
1 · bundle
Reversa Resume
Retoma uma feature pausada (listada em paused-features de active-requirements.json) e a torna ativa. Use quando o usuário digitar "/reversa-resume", "reversa-resume", "retomar feature pausada" ou pedir para voltar a uma feature anterior. NÃO cria features novas, apenas troca a ativa pela escolhida e (quando faz sentido) move a ativa atual para paused-features.
1
Recallmax
FREE — God-tier long-context memory for AI agents. Injects 500K-1M clean tokens, auto-summarizes with tone/intent preservation, compresses 14-turn history into 800 tokens.
2
Ijfw Recall
Surface relevant project memory at session start or on demand. Trigger: session start, 'recall', 'remember', 'what do you know', 'context', /recall
37
Resume
Resume a paused experiment. Checkout the experiment branch, read results history, continue iterating. Use when the user runs /ar:resume or asks to pick up a previously started autoresearch experiment.
11
Resume
Resume a paused experiment. Checkout the experiment branch, read results history, continue iterating.
0
Pk Resume
Use the status-briefing skill to run `pk-reconcile session-start`, then
0
Recallmax
FREE — God-tier long-context memory for AI agents. Injects 500K-1M clean tokens, auto-summarizes with tone/intent preservation, compresses 14-turn history into 800 tokens.
1
Repair
Use when paired-end reads need to be reordered so mates appear consecutively, or when preparing BAM files for featureCounts by adding dummy reads for singletons.
0 · bundle
Selection Data Caching
SUPERSEDED by persistent-cache-gap-filling (v2.8.0). Cache data during symbol selection for instant repeat runs.
3
Recallmax
FREE — God-tier long-context memory for AI agents. Injects 500K-1M clean tokens, auto-summarizes with tone/intent preservation, compresses 14-turn history into 800 tokens.
2
Refine Live
Polls a local relay for animation-refinement jobs from the Timeline Inspector, posts suggestions or applies changes to transition code.
Script Refactorer
Modernizes legacy scripts (bash, Node, Python) by replacing deprecated APIs, adding error handling, converting callbacks to async/await, and improving maintainability. Turns brittle one-off scripts into reliable, documented tools.
10
Web Games
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
3
Resume
Resume an interrupted AgenTeam run with verify-first strategy.
0
Refactor Plan
Plan a multi-file refactor with proper sequencing and rollback steps
0
Video Hyperframes
Generates a sequence of fullscreen video frames with cinematic visuals, auto-play, and metadata for Remotion/Hyperframes rendering.
· bundle
Recallmax
FREE — God-tier long-context memory for AI agents. Injects 500K-1M clean tokens, auto-summarizes with tone/intent preservation, compresses 14-turn history into 800 tokens.
1
Resume
Resume a paused experiment. Checkout the experiment branch, read results history, continue iterating.
3
Remotion Render
Renders videos and still images from Remotion compositions using the CLI, with guidance on transparent output.
3.9k · bundle
Combat Design
Expert in designing and implementing visceral, satisfying combat systems. Masters hitbox/hurtbox design, frame data, combo systems, enemy archetypes, damage feedback, and the invisible craft that makes players feel powerful. Draws from fighting games, character action games (DMC, Bayonetta), and Souls-like design to create combat that is readable, responsive, and endlessly replayable. Use when "combat system, combat design, hitbox, hurtbox, frame data, hitstop, screen shake, input buffer, coyote time, i-frames, invincibility frames, combo system, attack cancel, recovery frames, punishment window, souls-like combat, action game combat, fighting game, damage feedback, enemy design, boss design, attack telegraph, parry system, stamina system, poise system, weapon feel, game feel combat, melee combat, combat juice, combat, action-game, fighting-game, hitbox, frame-data, game-feel, souls-like, character-action, melee, enemy-design, boss-design, combo, parry, i-frames" mentioned.
128 · bundle