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shine
shine contient 43 skills collectées depuis ss14-art, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
Master workflow for working in the Shine Project SS14 fork. Use for any code, content, resource, test, review, or agent-instruction change in this repository, especially Content.Shared, Content.Server, Content.Client, Resources, .agents, CodeRabbit, and fork/upstream merge-sensitive work.
Preflight, implementation, and self-review workflow for AI agents working on Shine Project SS14 code. Use when planning or making any repository change, reviewing PRs, hardening instructions, or deciding which .agents skills/rules apply.
Atmospherics guidance for SS14 Shine work, including gas simulation, pipes, vents, scrubbers, air alarms, mapping atmos, flow/reaction design, performance, and why most atmos logic is authoritative/server-side rather than predicted.
Audio guidance for SS14 Shine work, including SoundSpecifier, sound collections, predicted audio, MIDI/soundfonts, resource placement, localization-adjacent feedback, and avoiding duplicated or hardcoded sound playback.
Chemistry guidance for SS14 Shine work, including reagents, reactions, metabolism, solution containers, reagent effects/conditions, entity solutions, and chemistry prototype localization.
Placement and dependency rules for SS14 Content.Shared, Content.Server, Content.Client, Resources, and tests. Use when deciding where Shine code belongs or when splitting predicted/shared logic from server authority and client presentation.
SS14 C# and YAML code style for Shine Project, including handler naming, dependency naming, Entity generic APIs, On/Try/Can/Do method shape, DataField/ProtoId/Prototype style, localization naming, comments, classes, TimeSpan, and performance guardrails.
Common SS14 EntitySystem API patterns for dependencies, prototypes, audio, popups, appearance, containers, DoAfter, timing, admin logs, CVars, and public system APIs. Use when implementing reusable game logic in Shine Project.
Database and EF Core migration guidance for Shine Project SS14 work, including fork-owned tables, SQLite/Postgres compatibility, namespaced migrations, server database projects, and avoiding upstream table churn.
Debugging workflow for SS14 Shine work, including ViewVariables, quickinspect, console commands, fake lag, logs, breakpoints, tests, run configurations, YAML linter, lobby testing, and performance debugging.
Documentation guidance for Shine Project SS14 changes. Use when writing or updating markdown docs, guidebook entries, XML docs, design docs, comments, PR explanations, changelog notes, or agent-facing documentation.
ECS guidance for SS14 components, entity systems, events, APIs, and data-only components. Use when adding or reviewing components, systems, events, entity queries, access restrictions, or gameplay logic in Shine Project.
Component-specific ECS guidance for Shine Project SS14 work. Use when adding, moving, networking, serializing, reviewing, or refactoring components, DataFields, access restrictions, ProtoId fields, and component examples.
Entity API guidance for Shine Project SS14 work. Use when passing EntityUid, Entity generic pairs, optional entity references, NetEntity conversion, Resolve/TryComp usage, entity spawning, deletion, or entity lifetime handling.
Prototype-focused ECS guidance for Shine Project SS14 work. Use when creating or reviewing entity prototypes, abstract parents, reusable prototype components, reagent prototypes, GenericVisualizer YAML, localized prototypes, or test anchors.
EntitySystem guidance for Shine Project SS14 work. Use when adding or reviewing systems, system dependencies, event subscriptions, public APIs, Try/Can/Do flow, shared/server/client splits, or component mutation methods.
Event guidance for Shine Project SS14 ECS work. Use when creating, subscribing to, raising, reviewing, or replacing local events, broadcast events, cancellable events, handled events, network events, and method-event-like flows.
End-to-end gameplay feature workflow for Shine Project. Use when implementing a mechanic that spans components, systems, prototypes, UI, localization, prediction, tests, resources, or design/balance notes.
Appearance and GenericVisualizer guidance for Shine Project SS14 work. Use when adding or reviewing AppearanceComponent data, GenericVisualizer YAML, sprite-layer state changes, dynamic sprites, or old visualizer ports.
C# localization guidance for Shine Project SS14 work. Use when adding popups, examine text, UI labels, admin/player messages, component-backed localization IDs, Loc.GetString calls, or entity grammar in code.
FTL string guidance for Shine Project SS14 work. Use when adding or reviewing localization files, keys, selectors, entity arguments, prototype names/descriptions, marking names, reagent names, UI strings, and translation-ready text.
Mapping and game design guidance for Shine Project SS14 work, including maps, dungeons, departments, round flow, antagonists, species, accessibility, design proposals, game-area design docs, and player experience review.
Naming guidance for Shine Project SS14 C#, YAML, FTL, prototypes, components, systems, events, CVars, migrations, and fork-owned serialized types. Use whenever adding new names or reviewing naming consistency.
Netcode guidance for Shine Project SS14 work. Use when adding or reviewing network events, NetEntity conversions, replicated state, component states, client/server request handling, session-specific data, and shared network payloads.
Prediction and networking guidance for SS14 component states, AutoNetworkedField, Dirty/DirtyField, predicted popups/audio, predicted BUIs, NetEntity, network events, and client/server validation. Use for any interactive, networked, or shared gameplay code.
NPC and AI guidance for SS14 Shine work, including blackboards, tasks, planning, pathfinding, collision avoidance, updates, behavior reuse, and data-driven NPC prototypes.
Porting, attribution, fork isolation, upstream merge, and license guidance for Shine Project. Use before importing code/assets from WizDen, Delta-V, other SS14 forks, tgstation, assets, or external repositories, and before modifying upstream files.
Prediction guidance for Shine Project SS14 work. Use when player actions should feel immediate, when touching shared systems, networked components, predicted popups/audio/spawn/delete, predicted BUI messages, or misprediction debugging.
SS14 YAML prototype, data field, localization, guidebook, entity table, reagent, and resource placement guidance. Use when editing Resources, prototypes, FTL, YAML, entity definitions, components serialized to YAML, or guidebook entries.
Prototype localization and Resources layout guidance for Shine Project. Use when adding player-visible prototypes, markings, reagents, guidebook entries, entity names/descriptions, or localized resource data.
PVS and visibility guidance for SS14 Shine work, including Potentially Visible Set, session-specific networking, owner-only data, PVS overrides, nullspace entities, hidden information, and anti-cheat-sensitive prediction.
PVS-specific networking guidance for Shine Project SS14 work. Use when dealing with Potentially Visible Set, visibility overrides, nullspace, owner-only data, hidden role data, session-specific networking, cameras, or data leakage risk.
Sprite, overlay, shader, RSI, and rendering resource guidance for Shine Project SS14 work. Use when adding or reviewing sprite states, overlays, shaders, icons, displacement maps, RSI metadata, visual resources, or client rendering code.
Sprite, RSI, icon, appearance visualizer, overlay, shader, displacement map, and rendering guidance for SS14 Shine work. Use when changing visuals, dynamic sprites, GenericVisualizer, overlays, textures, or shader resources.
Performance and allocation guidance for Shine Project SS14 work. Use when touching Update loops, hot events, entity queries, networking Dirty calls, lambdas, allocations, collections, physics/atmos loops, or high-frequency UI/rendering code.
Test and validation guidance for Shine Project SS14 changes. Use when choosing build, YAML linter, unit, integration, database, prediction, or manual validation for code, prototypes, maps, resources, and review-bot changes.
Test authoring guidance for Shine Project SS14 work. Use when adding or reviewing content tests, integration tests, YAML/prototype validation, migration tests, prediction/netcode tests, or choosing what verification a PR needs.
Transform, coordinates, grids, maps, anchoring, fixtures, collision, joints, and physics guidance for Shine Project SS14 work. Use when changing movement, placement, anchoring, collision layers/masks, grid behavior, or map coordinates.
Bound User Interface guidance for SS14 Shine work. Use for BUI state, messages, predicted BUI interactions, component-backed UI, server validation, UI update methods, and separating BUI from XAML/EUI guidance.
EUI guidance for SS14 Shine work. Use for admin/server-driven external UI flows, EUI messages, permission checks, server validation, and deciding when EUI is more appropriate than BUI or regular XAML UI.