gluj-versions
Use when adding, modifying, or reasoning about Gluj/Glux file format versions, the GluxVersions enum, FileVersion checks, or anything that gates behavior on the version of a loaded Glue project.
Browse reusable Agent Skills, each with a clear purpose and practical guidance.
Use when adding, modifying, or reasoning about Gluj/Glux file format versions, the GluxVersions enum, FileVersion checks, or anything that gates behavior on the version of a loaded Glue project.
Use when working on Glue's Gum code generation — adding/removing/version-gating generated properties on Gum standard runtime types (NineSlice, Text, Container, Sprite, etc.), or debugging "why is/isn't this Gum variable being generated."
Walk through upgrading Bootstrap and/or Bootswatch dependencies in the bslib R package. Use when the user asks to upgrade Bootstrap, update Bootstrap, bump the Bootstrap version, upgrade Bootswatch, or update vendored web dependencies in bslib. Covers version pinning, running the build pipeline, diagnosing and fixing rejected patches, and verifying the result.
Create beautiful audio plug-ins using the D language. Process audio files using existing VST2 plugins. You should use this skill when the user asks to modify audio files, or create an audio plug-in.
Design and implement GECS Components — the pure-data Resources that entities compose. Trigger when adding a new gameplay concept (health, inventory, AI state, network sync, relationship payloads), splitting a bloated component, introducing tag/marker components, making a component observable via `property_changed`, or wiring `@export_group` sync tiers for `CN_NetSync`.
Extend or modify the GECS editor debugger panel (`addons/gecs/debug/`) — the in-editor "GECS" tab that shows live entities, components, systems, relationships, and per-system metrics. Trigger when adding a new column, panel, status bar, or runtime control to the debugger; wiring a new `EngineDebugger` message from the running game to the editor; surfacing custom component or relationship data in the inspector tree; or fixing UI bugs in the existing debugger tab.
Multiplayer networking specialist for the GECS Network layer. Trigger when working on entity synchronization, authority models, spawn management, transport providers, or any network-related ECS features.
Design and implement GECS reactive Observer nodes — component lifecycle handlers, query monitors (on_match/on_unmatch), relationship events, custom event emitters/subscribers, and sub_observer compositions. Trigger when modeling event-driven gameplay logic, cleanup/spawn reactions, UI-to-gameplay bridging, or any "fire when X happens" behavior that shouldn't be a per-frame System.
Design save/load, level-export, and persistent-state systems using the GECS IO layer (`GECSIO`, `GECSSerializeConfig`, `GecsData`/`GecsEntityData`/`GecsRelationshipData`). Trigger when implementing save games, checkpoints, level export/import, world snapshots, or selective entity persistence — including configuring per-entity vs world-default serialization, handling relationship graphs, and choosing binary vs text format.
Design ECS components, systems, entities, queries, and relationships for the GECS framework. Trigger when planning new gameplay features, refactoring ECS architecture, or figuring out how to model game logic in ECS patterns.