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,…
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:…
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…
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…
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…
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…
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,…
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,…