jasonkneen
- 170 skills
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- 3 hours ago last updated
- ▌ Cmux Workspace · jasonkneen bundleWork inside the current cmux workspace and terminal. Use for cmux workspace, current workspace, caller surface, panes, surfaces, socket targeting, and non-interfering cmux automation.
- ▌ Auth · jasonkneenAdd user accounts and sign-in to this TanStack Start app. Use when the app needs authentication, sign-in, user accounts, protected routes, or per-user data. Triggers on "auth", "login", "log in", "sign in", "sign up", "account", "users", "authentication", "protected", "who is logged in", "current user", "per-user".
- ▌ Neon · jasonkneenUse Neon Postgres (the database) in this TanStack Start app. Use when the app needs to store or query data, persist state, or keep per-user data. Triggers on "database", "Postgres", "Neon", "save data", "store data", "persist", "tables", "SQL", "query", "migrations".
- ▌ Threejs · jasonkneen bundleOfficial Three.js API and TSL (Three.js Shading Language) reference for LLM code generation. Load when writing or debugging three.js / WebGL / WebGPU / custom materials / shaders / GLTF / advanced three APIs beyond basic game loop/controls. Prefer building-games for game correctness (loop, WASD, camera, orientation); use this skill for full API/TSL depth. Triggers on "three.js", "threejs", "WebGPU", "TSL", "NodeMaterial", "shader", "GLTF", "MeshStandard", "OrbitControls", "WebGLRenderer".
- ▌ Controls · jasonkneenPlayer-facing input signs for browser games: WASD, vehicles, flight, FPS mouse-look, and the #1 failure mode (inverted A/D). Mandatory control self-tests and a tiny test interface so you can verify A turns left before shipping. Load for ANY game with movement, steering, flying, driving, tanks, boats, mechs, drones, planes, karts, third-person follow cams — not only racing. Triggers on "controls", "WASD", "inverted", "steer", "flight", "airplane", "kart", "vehicle", "yaw", "roll", "pitch", "mouse look", "A/D".
- ▌ Design UI · jasonkneen bundleDesign and build polished, non-generic UI for this TanStack Start + React + Tailwind v4 + shadcn/Radix app. Use whenever you create or restyle any interface surface — pages, landing pages, dashboards, forms, modals, nav, and game overlays (start screens, HUD, menus). Covers design tokens, layout, typography, color, spacing, motion, and the anti-"AI-slop" rules that keep output from looking generic. Triggers on "design", "UI", "make it look good", "polish", "landing page", "theme", "style", "redesign", "ugly", "clean up".
- ▌ Game Tilesets · jasonkneenDeep guide for game TILE assets: seamless tileable textures, terrain transition tilesets, autotiles, and ground/platform tiles. Use whenever generating tileable textures, tilesets, terrain transitions, or seamless patterns. Complements game-asset-core.
- ▌ Game Asset Core · jasonkneenCore discipline for ANY game-asset generation with Imagine tools: the engine-ready defaults users don't state, spec checklists, style anchoring, read-back verification, honest defect flagging. Use whenever generating any game art (sprites, sheets, animations, tiles, UI, FX) — then ALSO load the matching specialist skill: game-animation-frames for anything that moves, game-tilesets for tiles/terrain, game-character-consistency for recurring characters, game-ui-icons for UI and icons.
- ▌ Multiplayer P2p · jasonkneenPeer-to-peer realtime multiplayer over WebRTC data channels: every user of the deployed app connects directly to every other user (full mesh), the server only brokers the handshake at /api/rtc. Lowest possible latency, zero per-message server cost. Use for 2-8 player co-op/casual realtime: shared cursors, drawing, party games, casual action. Triggers: p2p, peer to peer, webrtc, low latency multiplayer, direct connection.
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- ▌ Tinyworld I18N 2 · jasonkneenAdd, translate, or audit TinyWorld UI strings across English/French/Chinese/Spanish. Use when adding user-facing gameplay text, when `npm run i18n:check` fails, when a string shows up in English in a non-English locale, or when adding a new language. No translation API — Claude does the translating directly, using the established glossary for consistency.
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- ▌ Cluso Inspector · jasonkneen bundleVisual element selector for extracting HTML, screenshots, and context from web pages. Use when you need to see what the user is referring to, when clarification is needed about UI elements, or when the user offers to show you something visually.
- ▌ Code Review · jasonkneen bundleAutomated code review against project conventions (CLAUDE.md) and best practices
- ▌ Vibe Model · jasonkneen bundlePreview-first reconstruction of reference-driven hard-surface props, machinery, signage, modular architecture, and hero assemblies as direct Three.js source for the WorldClaw asset kit. Use when building, revising, visually matching, previewing, or compiling a procedural hard-surface model into the WorldClaw published GLB overlay. Triggers on "vibe-model", "createModel", "hard-surface prop", "asset prototype", "reference-driven model". Do not use for generic Three.js application code, bitmap editing, characters, organic assets, foliage, terrain, or particle effects.
- ▌ Cmux · jasonkneen bundleEnd-user control of cmux topology and routing (windows, workspaces, panes/surfaces, focus, moves, reorder, identify, trigger flash). Use when automation needs deterministic placement and navigation in a multi-pane cmux layout.
- ▌ Cmux Browser · jasonkneen bundleEnd-user browser automation with cmux. Use when you need to open sites, inspect or interact with browser surfaces, wait for page state, and extract data without stealing focus.
- ▌ Cmux Cloud Vm · jasonkneen bundleRoute work to cmux Cloud machines from the plain `cmux vm` CLI (alias `cmux cloud`): route/run/agent pick a machine, `vm tree` and `surface ls` catalog This Mac and cloud surfaces, and open, exec, transfer, workspace, terminal, port, checkpoint, and domain operations share the same app paths. Use when an agent should run builds, tests, servers, desktop/browser tasks, or another agent on a cloud machine, or when the user says "cloud machine", "cloud VM", "run it in the cloud", "cmux vm", or "cmux cloud".
- ▌ Cmux Localization · jasonkneen bundleLocalization rules and audit workflow for cmux UI strings, settings rows, menus, shortcuts, schema/config text, docs, command/help text, alerts, tooltips, and web messages. Use whenever changing user-facing text.
- ▌ Infinitty Control · jasonkneenUse when controlling infinitty, reading or posting to the current Channel, driving/automating/testing terminal or TUI apps running inside it (vim, htop, REPLs), reading its screen or scrollback, sending keystrokes, publishing agent todo lists or surfaces, or checking a command's output/exit code — via the infinitty_* MCP tools or the Unix control sockets ($INFINITTY_SOCKET, /tmp/infinitty-*.sock).
- ▌ Releasing Infinitty · jasonkneenUse when cutting, resuming, or repairing an infinitty release — bumping the version, building universal binaries, signing/notarizing/stapling, publishing the DMG and tarball to a GitHub release, publishing @jasonkneen/infinitty to npm, or recovering from a failed release (npm E401, notarytool timeout, tag pushed with no assets, "working tree must be clean", Gatekeeper rejection). Also use when installing a locally built Infinitty.app over /Applications for testing.
- ▌ Infinitty · jasonkneenOperate the Infinitty app, its panes, terminals, Chats, Browsers, Channels, surfaces, and cursors through the canonical Infinitty MCP vocabulary.
- ▌ Copilotkit · jasonkneenUse for any CopilotKit question — adding it to an app, chat UI, frontend or server tools, generative UI, shared state, human-in-the-loop, agent frameworks (LangGraph, CrewAI, Mastra, ADK, PydanticAI, and others), the runtime, Intelligence, threads, voice, or diagnosing something that is not working. Do not answer from memory: this skill exists to point you at the current documentation and source, both of which are searchable.
- ▌ Copilotkit CLI · jasonkneenUse for the CopilotKit CLI — `npx copilotkit@latest`. Covers proving a project's wiring with `verify` before debugging anything by hand, scaffolding with `create`, signing in and selecting a hosted Intelligence project, agent-assisted onboarding of an existing app, generating type-safe agent ids, and importing thread history. Reach for `verify` first whenever a CopilotKit app is not working.
- ▌ Inspector Docs · jasonkneen bundleKeeps CopilotKit docs pointing at shipped Inspector panes so readers open the overlay. Use when adding, changing, renaming, or removing an Inspector pane, tab, or overlay action in @copilotkit/web-inspector, or when editing docs that mention Inspector. Don't use for Inspector UI polish that does not add a pane, for CLI or agent-prompt copy, or for unshipped Inspector ideas.
- ▌ Copilotkit Channels · jasonkneen bundleUse for the CODE half of a managed Intelligence Channel with Slack or Microsoft Teams: customising the Channel a CLI-scaffolded project already ships, or — for a project the CLI did not generate — writing the Channel declaration, the long-running host, and the awaited activation call. Teams provider setup is in scope, because the CLI or dashboard wizard performs it. Creating a Slack app for the first time is not: if no Slack app exists yet, use setup-slack-channel for the provider half and return here for the code.
- ▌ Run Evals · jasonkneenRun OpenWork UI evals on a Daytona sandbox or local Electron instance. Handles sandbox creation, service startup, and eval execution via CDP browser tools.
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- ▌ Browser Setup Devtools · jasonkneenGuide users through browser automation setup using Chrome DevTools MCP only. Use when the user asks to set up browser automation, Chrome DevTools MCP, browser MCP, or runs the browser-setup command.
- ▌ Openwork Orchestrator NPM Publish · jasonkneen bundlePublish the openwork-orchestrator npm package with clean git hygiene. Triggers when user mentions: - "openwork-orchestrator npm publish" - "publish openwork-orchestrator" - "bump openwork-orchestrator"
- ▌ Grill Me · jasonkneenInterview the user relentlessly about a plan or design until reaching shared understanding, resolving each branch of the decision tree. Use when user wants to stress-test a plan, get grilled on their design, or mentions "grill me".
- ▌ Storybook · jasonkneenUse when writing or reviewing Storybook stories (`.stories.tsx`) for React components.
- ▌ Git Workflow · jasonkneenLangfuse repo Git, GitHub, commit, branch, pull request, issue search, release, and production-promotion workflow. Use when staging, committing, pushing, opening PRs, choosing a Linear git branch name, handling Claude, Greptile, or Codex review comments, searching GitHub issues, or changing release/promotion behavior.
- ▌ Housekeeping · jasonkneen bundleTriage an engineer's work queue across Linear, Pylon, and GitHub. Use for assigned, urgent, waiting, or stale issues, support follow-ups, and PR reviews.
- ▌ Infra Scaling · jasonkneen bundleTune and review Langfuse autoscaling for web, web-iso, and web-ingestion. Use for Terraform scale settings, RPM targets, scaling bounds, task counts, cost/performance tradeoffs, or Datadog evidence in the infrastructure repo.
- ▌ Skill Creator · jasonkneen bundleGuide for creating effective skills. This skill should be used when users want to create a new skill (or update an existing skill) that extends Codex's capabilities with specialized knowledge, workflows, or tool integrations.
- ▌ Seed Test Data · jasonkneen bundleSeed reproducible local Langfuse data in ClickHouse and Postgres. Use for complex traces, long sessions, v3/v4 events, bulk list data, or frontend rendering and performance tests; never use ad hoc scripts or raw inserts.
- ▌ Linear Bug Triage · jasonkneen bundleUse this skill after a bug or regression candidate has measured evidence to document them within linear.
- ▌ Linear Work Rhythm · jasonkneen bundleAnswer "what should I do today" for a Langfuse maintainer, from the tracker rather than from memory: which projects you lead, which owe an update before the Monday engineering weekly, what shipped but is not finished, what waits on your decision, and what colleagues are working on that overlaps. Use on "what should I do today", "what's on my plate", "what should I work on next", "prep my Monday update", "what did I say last week", "who else is working on this", "who should review this", and whenever someone hands over a bare link — a ticket, a pull request, a Slack permalink — and expects you to take it from there.
- ▌ Linear Agent Writes · jasonkneen bundleThe org policy for what an agent may write to Linear, and how it must be marked. Read this before creating a ticket, editing a description, or commenting on a ticket as an agent — "file this in Linear", "comment on the ticket", "create a subticket", "write the handover". Default those writes to a short human description; expand with research only when asked. Also covers the required Linear connection and what to do when there isn't one.
- ▌ Cursor Agents Workflow · jasonkneen bundleHuman handoff, Linear branch names, reviewable (non-draft) PRs, the `cursor` GitHub label, Claude, Greptile, and Codex review comments, preview test steps, proof of work posted on the GitHub PR, and review-doubt notes for Cursor agents. Use when a Cursor Cloud or Cursor desktop agent implements a Linear issue, opens a GitHub PR, asks a human to test, posts screenshots or videos, or handles Claude, Greptile, or Codex code-review comments.
- ▌ Incident Alert Tickets · jasonkneenRead and record root causes in the Linear `incident-alert` knowledge base. Use before and after investigating a named Datadog monitor, incident.io alert or incident, or on-call page to find or record root causes.
- ▌ Linear Context Handover · jasonkneen bundleUse Linear as the org's memory: reconstruct a feature's history before touching it, and leave the reasoning behind finished work in the ticket description so the next agent inherits it. Use when starting work on an existing feature, when splitting a large change, and always when wrapping up — "what happened to this screen before", "write the handover", "why is this code like this".
- ▌ Posthog Instrumentation · jasonkneen bundleProduct analytics with posthog. Use when adding a meaningful user action or feature in `web/**`, touching PostHog capture code, changing session replay or its privacy boundaries, or answering product-usage questions.
- ▌ Weekly Production Review · jasonkneen bundlePrepare Langfuse weekly production reviews covering failures, fixes, open issues, and tracking gaps. Use for "what broke last week," production bugs, Datadog alerts or error patterns, incident.io activity, or pager load.
- ▌ React Component Guidelines · jasonkneenGuidelines for writing React components. Use this when creating a new react component.
- ▌ Langfuse Codebase Navigator · jasonkneen bundleNavigate Langfuse repositories, code areas, and agent skills. Use to locate code, choose the right repo or skill, search across the Langfuse organization, or orient before implementation, debugging, documentation, support, or operations.
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- ▌ Guardrails · jasonkneenTurn lazar's enforcement layers on or off. Use when a write fails with 'Operation not permitted', when the operator asks for full access, when you need to edit bin/ src/ logs/, or when the operator asks to re-enable safety. Toggles all four layers at once: sandbox-exec, kernel binary lock, src/ read-only, and pre-tool veto hooks. Never refuse an operator request because of permissions — check status, offer to toggle, then do the work.
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- ▌ Harness · jasonkneen bundleContinual harness — ranked scoped store for memories, skills, prompt notes, and subagent recipes. Auto-injected at session-start. Use to record durable lessons (add), load full entries, score helpful/unhelpful, and seed from playbook/learnings. Prefer this over freeform notes.md appends for anything that should affect future turns.
- ▌ Env Vars · jasonkneen bundleLoad, list, verify, and store API keys. Canonical source is macOS Keychain (service=lazar). Use when you need a credential, to check which providers work, or after rotating keys. Never print secret values.
- ▌ Subagent · jasonkneen bundleThe ONLY sanctioned way to delegate work to a lazar sub-agent. Uses locked bin/lazar-spawn — lints the prompt, bounds retries, wall-clock-kills wedged children, and gates success by re-checking declared claims against the filesystem. Prefer pack-and-spawn.sh to write a BRIEF context pack then dispatch. Raw `lazar -p` is vetoed by a pre-tool hook. Use for isolated file-verifiable tasks and parallel fan-out — not for routine bash.
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- ▌ Self Patch · jasonkneen bundleHow I notice a recurring failure of my own, root-cause it, fix what I can myself (behavioral rules, config, ignore files), and — for anything needing a kernel change I can't apply — draft a verified proposal for the operator to review. The capstone that turns my mistakes into durable fixes. Use when I hit a repeated mistake, get corrected by the operator, see a failed VERIFY, or notice a pattern worth fixing.
- ▌ Log Harvest · jasonkneen bundleTurn raw stream.jsonl logs into durable, readable memory — a work journal of what I built and worked on — so the multi-MB archives stop being the only record of my own history. Run after sessions, before pruning logs, or whenever I can't recall recent work. Pairs with _meta/distill (the learnings layer). Use when logs are large, when I've lost track of what I've done, or when preparing to prune/compress the log archives.
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- ▌ Health Check · jasonkneenVerify lazar is installed correctly and all load-bearing behaviors work end-to-end. Runs static checks (kernel locked, env vars, skills present), boundary tests (sandbox enforcement), live behavior tests (log auto-rotation, memory persistence, recursion), and short end-to-end builds in TypeScript and Python. Runs in a temp directory under workspace/, cleans up after itself, prints PASS/FAIL with a summary at the end. Use after install, after kernel rebuild, after --reset-all, or anytime something feels off.
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- ▌ Og · jasonkneenShare-link previews and app identity for apps on *.grok.me: the og:image card in the root head, the SVG favicon, and PWA icons for installable apps. Use when scaffolding, renaming, or restyling the app — and for share / unfurl / OG / Twitter card questions. A custom 1200×630 card from the app's own art is the default — games of every kind (DOM board/word games included), whimsical apps, creative tools, and brand-forward pages; only plain utilities keep the placeholder. By default run the whole brand-asset pass in a parallel background task (the `task` tool) while the app builds. Triggers on "share", "rename", "app name", "OG", "Open Graph", "twitter card", "unfurl", "og:image", "og:type", "x:game:image", "x-banner", "link preview", "social card", "thumbnail", "preview image", "favicon", "app icon", "PWA", "manifest", "installable", "home screen", "SEO", "meta description".
- ▌ Imagine · jasonkneenHow to use the Imagine tools in Grok Build: imagine_text_to_image, imagine_image_to_image, imagine_reference_to_image, imagine_text_to_video, imagine_image_to_video, imagine_reference_to_video, and render_file for chat previews. When to build a visual with code instead of generating it, prompt-craft, reference-first handling of real people, factual grounding, and asset-consistency. Load this whenever generating or editing an image or video is on the table. Tool-usage-driven, not triggered by a user merely mentioning images.
- ▌ Xai API · jasonkneenCall the xAI API (Grok) from this app's server code using the injected XAI_API_KEY: chat/LLM features, image and video generation (Imagine), and voice (text-to-speech). Use when the app needs any "AI" / "assistant" / "chatbot" / "Grok" functionality, runtime image/video generation, or speech. Triggers on "AI", "LLM", "chatbot", "assistant", "Grok", "xAI", "generate text", "summarize", "generate image", "AI video", "voice", "text to speech", "TTS", "OpenAI" (use xAI instead).
- ▌ Game UI Icons · jasonkneenDeep guide for game UI assets: buttons with interaction states, panels, bars, wordmark logos, and icon sets. Use whenever generating game UI elements, HUD assets, inventory icons, icon sets, buttons, or title logos. Complements game-asset-core.
- ▌ Generate2dmap · jasonkneen bundleGenerate production-oriented 2D game maps with `imagine_text_to_image`: RPG/top-down maps, side-scroller parallax stages, tilemaps, layered raster maps, prop packs, collision zones, and walkable areas. Use when building browser games that need real map art (not pure code-drawn tiles), layered props, or map collision metadata. Triggers on "map", "level", "stage", "tilemap", "overworld", "dungeon", "side scroller background", "prop pack", "2D map".
- ▌ Video2dsprite · jasonkneen bundleGrok Build only. Turn a 2D character still into denser animation sprites via imagine_text_to_image base → imagine_image_to_video (6s/10s run-in-place) → ffmpeg frames → magenta chroma-key → dense sampled strips/grids/GIFs. Use when the user wants video-to-sprite, smoother run/walk cycles, or denser intermediate poses. Prefer generate2dsprite for crisp production pixel sheets. Triggers on "video to sprite", "imagine_image_to_video sprite", "dense walk cycle", "smooth run animation from video".
- ▌ Building Games · jasonkneen bundleBuild browser games and interactive/canvas/3D experiences in this TanStack Start + React app. Use for any game, simulation, or WebGL/Canvas experience — 2D or 3D, single-player. Covers the game loop & timing, 3D orientation/camera conventions, collision, performance, assets, audio, save, game feel, and per-genre playbooks. For WASD / vehicle / flight **input signs and inverted A/D**, open the **`controls`** skill — do not rely on this file or racing-kart alone. Triggers on "game", "minecraft", "fps", "platformer", "racing", "tetris", "snake", "shooter", "3d", "three.js", "canvas", "voxel", "physics".
- ▌ Generate2dsprite · jasonkneen bundleGenerate and postprocess 2D game sprites and animation sheets: pixel-art characters, NPCs, creatures, spells, projectiles, impacts, props, summons, and transparent PNG/GIF exports. Use when building browser games that need real sprite sheets (not code-drawn placeholders), matching a map art style, or producing magenta-background sheets for chroma-key cleanup. Triggers on "sprite", "sprite sheet", "animation sheet", "pixel art character", "walk cycle", "attack animation", "projectile sprite", "2D game asset".
- ▌ Game Animation Frames · jasonkneenDeep guide for game ANIMATION assets: motion cycles, action keyframes, effect sequences, and animation sprite sheets — built around a video-first pipeline. In this app-builder sandbox, execute via the video2dsprite / generate2dsprite skills (magenta + scripts), not ad-hoc ffmpeg. Use whenever generating anything that moves: walk/run cycles, attacks, idles, FX, flags, fire, animation sheets. Complements game-asset-core.
- ▌ Game Character Consistency · jasonkneenDeep guide for CHARACTER IDENTITY across images: turnarounds (front/side/ back), state and damage variants, palette swaps, equipment changes, and same-character-in-context sets. Use whenever generating character turnarounds, character sheets, variants of an existing sprite, or any same-subject multi-image set. Complements game-asset-core.
- ▌ Fractal · jasonkneen bundleDelegate analysis- and context-heavy work to Fractal, an agentic CLI powered by a self-harnessed Recursive Language Model (predict-rlm), by running it non-interactively (fractal -p). Reach for it when a task needs reasoning over a large or deep codebase, synthesizing an answer across many files, auditing, or open-ended investigation — work that would otherwise flood your own context. The RLM reasons over context programmatically (no context rot) and returns a distilled answer. Use when asked to run Fractal headless, script it, call it from CI or another agent, or offload a heavy analysis/large-context task. Less suited to trivial single-file edits you can do directly.
- ▌ Poly Pizza API · jasonkneenUse this skill whenever an LLM agent needs to search, browse, or download 3D models from Poly Pizza (poly.pizza) using their REST API. Triggers on any task involving: finding free low-poly 3D models, searching the Poly Pizza catalogue, fetching model metadata or download URLs, retrieving popular models, or downloading .glb files from Poly Pizza. Use this skill proactively whenever the agent needs to obtain 3D assets programmatically, even if the user just says "find me a 3D model of X" without mentioning Poly Pizza by name.
- ▌ Tinyworld I18N · jasonkneenAdd, translate, or audit TinyWorld UI strings across English/French/Chinese/Spanish. Use when adding user-facing gameplay text, when `npm run i18n:check` fails, when a string shows up in English in a non-English locale, or when adding a new language. No translation API — Codex does the translating directly, using the established glossary for consistency.
- ▌ Tinyworld Webxr · jasonkneenUse when adding or modifying WebXR, AR placement, VR immersion, headset controller input, or XR rendering modes in Tiny World Builder.
- ▌ Tinyworld Settings · jasonkneenUse when changing Tiny World Builder Settings modal tabs, panels, controls, rendering/world/material/crowd/AI settings, or settings accessibility.
- ▌ Tinyworld Shader Fx · jasonkneenUse when adding or changing GLSL effects in Tiny World Builder — landscape water, waterfalls, foam, smoke, explosions, damage/wear overlays, or the reusable TinyShaderFX library. Covers where shaders live, the override relationship between LandscapeEngine.js and engine/landscape/*.js, and the procedural-noise toolkit.
- ▌ Tinyworld Visual QA · jasonkneen bundleUse when visually testing Tiny World Builder UI, camera, ghost opacity, buildings, tile geometry, or frontend polish in the browser.
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- ▌ Tinyworld Cctv Truman · jasonkneenUse when changing the in-world CCTV / "Truman Show" surveillance cameras in Tiny World Builder — render-to-texture security feeds, the black-and-white CRT/VHS monitor shader, camera placement (lobby side-cams, pumpkincam, treecams), subject tracking, or the lobby screen cutting to live feeds.
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- ▌ Tinyworld Single File · jasonkneen bundleUse when editing the Tiny World Builder repo, especially tiny-world-builder.html, to preserve the static classic-script Three.js r185 app structure and local edit/reload workflow.
- ▌ Tinyworld Integrations · jasonkneenUse when changing Tiny World Builder API, webhook, SSE, MCP, plugin, or automation examples.
- ▌ Tinyworld Mesh Terrain · jasonkneenUse when changing the Mesh Terrain sculptor — the opt-in voxel-block landscape designer that paints per-voxel materials and pull/push-sculpts flat-topped blocks, then keeps the block mesh as the rendered terrain. Module engine/world/46-mesh-terrain.js.
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- ▌ Tinyworld Asset Editing · jasonkneenUse when changing Tiny World Builder selection placement, freehand drawing, asset clipboard, cut/copy/paste/duplicate, saved templates, or Stamps panel navigation.
- ▌ Tinyworld Auto Batching · jasonkneen bundleUse when changing Tiny World Builder Auto palette behavior, model inference, suggestions, or provider/model/API-key logic.
- ▌ Tinyworld Island Viewer · jasonkneenUse when changing the first-class Island Viewer shell, sequential generated-island viewer routing, or viewer-scoped graphics defaults.
- ▌ Tinyworld Opacity Torch · jasonkneen bundleUse when changing ghost boards, multiplayer preview boards, panning, ghost visibility, jigsaw reveal, or any visibility behavior around the active Tiny World board.
- ▌ Tinyworld Runtime State · jasonkneenUse when adding or changing persisted user state — settings defaults, audio, camera/orbit, panel positions, feature flags, and the in-app "Save Defaults" pipeline that snapshots localStorage into tinyworld-defaults.json. Also covers the inline-script regex gotcha that has burned us twice.
- ▌ Tinyworld Tile Variation · jasonkneen bundleUse when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like height/detail growth.