Skip to main content
Manusで任意のスキルを実行
ワンクリックで
GitHub リポジトリ

OpenChaos

OpenChaos には UltimaBeaR から収集した 15 個の skills があり、リポジトリ単位の職業カバレッジとサイト内 skill 詳細ページを表示します。

収集済み skills
15
Stars
2
更新
2026-06-27
Forks
2
職業カバレッジ
6 件の職業カテゴリ · 100% 分類済み
リポジトリエクスプローラー

このリポジトリの skills

release
ソフトウェア開発者

GitHub release management for OpenChaos — guides user through building, packaging, and publishing releases, and generates release notes with the established format. Use this skill whenever the user asks to create/prepare a release, write release notes, generate a release description, or mentions publishing to GitHub releases. Trigger on: "релиз", "release", "release notes", "описание релиза", "напиши описание", "подготовь релиз", "сделай релиз", "write release notes", "generate release description".

2026-06-27
asan
ソフトウェア品質保証アナリスト・テスター

AddressSanitizer (ASan) — runtime memory error detector for finding heap overflows, use-after-free, stack-use-after-scope, global buffer overflows, and other memory bugs. Use this skill whenever crash investigation suggests memory corruption: OpenChaos.crash_log.txt shows heap corruption, access violations in system DLLs (NVIDIA, ucrtbase), CRT debug asserts on heap, inconsistent/variable crash symptoms, or crashes that move around between runs. Also use when the user says "memory bug", "heap corruption", "asan", "sanitizer", "buffer overflow", "use-after-free", or when you suspect memory issues yourself during debugging. Even if the user doesn't mention ASan explicitly, if the crash pattern looks like memory corruption (random crashes, heap asserts, driver DLL crashes), proactively suggest using this skill.

2026-06-03
debug-log
ソフトウェア品質保証アナリスト・テスター

Temporary runtime debug logging to file for investigating rendering bugs, game state, variable values, call traces, etc. Use this skill whenever you need to see what's happening inside the game at runtime — values that only exist during gameplay, render state during specific frames, variable changes over time. Trigger when: you need runtime data to diagnose a bug, the user reports a visual glitch or wrong behavior that requires seeing internal values, or when OpenChaos.crash_log.txt and debugger attach aren't enough because you need to observe values across many frames. Also use when you say to yourself "I wish I could see what X equals during gameplay" — that's exactly what this skill is for.

2026-06-03
debugger
ソフトウェア品質保証アナリスト・テスター

Attach to the running game process with cdb (Windows debugger) to inspect stack traces, variables, and game state. Use for crash investigation, freeze debugging, and understanding what the game is currently doing. Use this skill whenever the game is frozen/hung and crash handler didn't fire, when you need to read a global variable's current value, or when OpenChaos.crash_log.txt isn't enough and you need live process inspection. Also consider this skill when the user describes behavior that suggests the game is stuck in a loop or waiting on something. TRIGGER: user says "attach", "where am I", "what's happening", "it froze", "hang", "зависло", "подключись", "посмотри что происходит", "повисло", "не отвечает", "game stuck".

2026-06-03
review
ソフトウェア品質保証アナリスト・テスター

General self-review for OpenChaos — runs after ANY code changes, not just before commits. Use this skill whenever work is done: after a migration iteration, after fixes, after any edits. The user commits manually and may not commit at all — review is still mandatory every time code is touched. Also use when the user explicitly asks for review. Trigger on: "проверяй", "ревью", "готово", "самопроверка", "review", "check", "проверь", "посмотри что поменял", or automatically after completing any batch of code changes. For Stage 4 migration, also trigger stage4-review.

2026-05-30
debug-draw-3d
ソフトウェア開発者

How to draw in-world 3D debug primitives (lines, spheres, axes, markers) in OpenChaos — what's available, the historical render-pass guard gotcha, the g_matWorld pollution gotcha, naming conventions, and how to add a new debug primitive. Use this whenever you need to visualise something in world space for diagnostics — bone positions, hit points, ray traces, AI paths, collision shapes, physics queries, sample points, anything you want to look at on top of the rendered scene. NOT for 2D screen-space text overlays — those go through the separate text-rendering / debug-log skills.

2026-05-20
text-rendering
ソフトウェア開発者

In-game text rendering reference — all functions for displaying text on screen. TRIGGER when about to write or modify ANY code that puts text on screen, even incidentally: primary task is drawing text, OR task is something else (new debug panel, overlay, menu, HUD widget, status line, tooltip, message popup) and it happens to need a text label. Trigger even for one-off debug prints, placeholder labels, or "just one line of text" inside a larger non-text task. Also trigger when investigating or explaining how existing text rendering works, when choosing between text functions, or when shadow-corruption / text-invisible bugs come up and text rendering is suspected. Also trigger when encountering, copying, or about to write ANY of these functions: CONSOLE_text, CONSOLE_text_at, MSG_add, FONT2D_DrawString, draw_text_at, FONT_draw, FONT_draw_coloured_text, FONT_buffer_add, PANEL_new_text, AENG_world_text, CONSOLE_status, PANEL_new_info_message, MENUFONT_Draw. Also trigger on keywords (English or Russian): "show te

2026-04-17
hud-rendering
ウェブ開発者

In-game 2D HUD rendering reference — drawing rectangles, filled quads, lines, textured sprites, bars, gauges, backdrops, any non-text primitive on screen. TRIGGER when: about to draw ANY 2D element on the HUD that isn't text — rects, filled quads, outlines, progress bars, health bars, icons, sprites, debug overlays, modal backdrops, screen-space polygons, full-screen fades, minimap shapes. Trigger even if the primitive is a one-off debug rectangle, a placeholder backdrop for a new panel, or a quick visual indicator. Also trigger when encountering or about to use ANY of these functions: AENG_draw_rect, AENG_draw_rectr, POLY_add_rect, POLY_add_quad, POLY_add_line, PANEL_draw_quad, PANEL_draw_health_bar, PANEL_draw_timer, PANEL_draw_face, PANEL_draw_local_health, PANEL_start, PANEL_finish, draw_all_boxes. Also trigger on keywords (English or Russian): "HUD overlay", "2D primitive", "screen-space rect", "backdrop", "bar", "gauge", "health bar", "progress bar", "minimap shape", "modal panel", "fullscreen fade", "a

2026-04-17
dump-texture
ソフトウェア開発者

Dump and visualize game resource images (textures from clump/TGA). Use when you need to see what a texture actually looks like — debug rendering bugs, check alpha channels, inspect atlas layouts, verify texture loading. Trigger when: investigating visual glitches (wrong colors, missing alpha, ghost pixels), the user says "покажи текстуру", "что за текстура", "dump texture", or when you need to inspect pixel data to understand a rendering issue. Also useful when comparing how a texture appears in-game vs what's stored in the clump file.

2026-04-08
screenshot
遊園地・レクリエーション係員

Take a screenshot of the game window (OpenChaos.exe). Use when the user asks to see the game screen, or when you need to see what's currently rendered. Never take screenshots proactively — only when the user explicitly asks or confirms. Trigger when: user says "скрин", "screenshot", "покажи что на экране", "сделай скрин", "что сейчас видно", "скринь", "сфоткай", "покажи экран", or when you suggest taking a screenshot and the user agrees.

2026-04-03
perf-diag
ソフトウェア開発者

Graphics performance diagnostics — temporary instrumentation of the rendering pipeline with perf counters. Use this skill whenever investigating low FPS, slow rendering, frame drops, or when asked to profile the rendering pipeline. Also use when a macOS build feels slow or when comparing rendering performance across platforms.

2026-04-02
debugger-install
ネットワーク・コンピュータシステム管理者

Install cdb.exe (Windows SDK Debugging Tools) for live process debugging. Use when the debugger skill reports cdb.exe is not found, or when you need cdb.exe and it's not installed. This is a one-time setup — once installed, cdb.exe persists across sessions.

2026-04-01
stage4-migrate
ソフトウェア開発者

Stage 4 migration iteration for OpenChaos — moving code from legacy headers (src/fallen/, src/MFStdLib/) into the new structure (src/). Use this skill whenever the user asks to do a migration iteration, continue porting, move files/functions to new structure, or says things like "давай итерацию", "продолжаем перенос", "следующий батч", "мигрируй", "перенеси". Also trigger when discussing what to migrate next, migration order, or DAG dependencies.

2026-03-26
stage4-review
ソフトウェア品質保証アナリスト・テスター

Stage 4-specific review extension for OpenChaos migration — runs after ANY changes during Stage 4. This skill EXTENDS the general `review` skill — always run `review` first for general checks (dangling if/else, diff gathering, code correctness), then run this for Stage 4-specific checks (uc_orig, globals, entity mapping, include guards, CMake, comments, DAG order). Trigger after ANY code changes during Stage 4 work: after completing a migration iteration, after fixes or tweaks requested by the user, after any edits to code in src/. This is NOT just a pre-commit step — the user commits manually and may not commit at all. Review is mandatory after every piece of completed work. If you are doing Stage 4 work, ALWAYS use both `review` AND `stage4-review` — using only one is incomplete.

2026-03-23
kb-lookup
高等教育職業・技術教育教員

Navigator for the Urban Chaos original game knowledge base (48 files, ~450KB). Use this skill whenever you need information about the original game: how a subsystem works, what a function does, game mechanics, file formats, architecture, preprocessor flags, cut features. Trigger on: questions about the original Urban Chaos, "как работает X в оригинале", "что делает эта функция", "оригинальная механика", "как устроен", references to specific subsystems (physics, AI, rendering, navigation, combat, vehicles, etc.), or when you need to verify a claim about the original game before stating it as fact. IMPORTANT: Never guess about the original game — always use this skill to verify.

2026-03-20