The open format is called Agent Skills and works in Claude Code, Codex, Cursor and other agents — most people know it as Claude Skills.
Every Agent Skill we could find on GitHub, deduplicated by content. 86 961 files from 2 125 authors, of which 68 678 are unique — the rest is the same skill repackaged into someone else's repository. For each one: what it weighs in tokens, whether it ships runnable scripts, and which MCP servers it needs.
Use this skill when a melonJS game looks blurry, soft, shimmering or cropped, or when choosing how the canvas fills its page. Covers the design resolution, scale and scaleMethod, scaleTarget, scaleRounding for pixel-perfect integer scaling, antiAlias, textureFilter and linear-mipmap for what is drawn small, subPixel, syncToDisplay for steady motion, devicePixelRatio, and which setting does which job. Triggers on: blurry, soft, fuzzy, shimmering, pixel art, pixel perfect, crisp, nearest, linear, scale, scaleMethod, scaleTarget, scaleRounding, integer scaling, antiAlias, textureFilter, linear-mipmap, mipmaps, minimap shimmer, zoomed out, subPixel, syncToDisplay, stutter, judder, uneven scrolling, devicePixelRatio, retina, hidpi, design resolution, canvas size, canvas cropped, letterbox, image-rendering, upscale, resolution.
Use this skill for anything 3D or 2.5D in melonJS — Camera3d, Mesh, InstancedMesh, Sprite3d billboards, Light3d, ground shadows, glTF/GLB scenes, and depth sorting. Covers the Y-down/+Z-forward convention that is the inverse of OpenGL, the cameraClass opt-in, clip planes, and what does not work on the Canvas fallback. Triggers on: Camera3d, Mesh, InstancedMesh, Sprite3d, Trail3d, ribbon, exhaust trail, Light3d, billboard, glTF, glb, 3D, 2.5D, depth, cameraClass, fov, setClipPlanes, setFog, fog, distance fog, height fog, heightFalloff, transparent, transparency, alpha, blendMode, fade, castGroundShadow, lit, setBasis, getBasis, lookAt, up vector, gimbal, slerp, great circle, turn a direction.
Use this skill when loading 3D models into melonJS — glTF and GLB scenes, OBJ/MTL models, materials, imported lights, node animation, ground shadows and GPU instancing. Covers level.load options including the async flag, the rightHanded conversion, and exactly what the loader does and does not support. Triggers on: glTF, gltf, glb, OBJ, MTL, 3D model, getGLTF, getOBJ, getMTL, GLTFModel, GLTFScene, level.load glb, rightHanded, lightIntensityScale, castGroundShadow, shadowGroundY, EXT_mesh_gpu_instancing, KHR_lights_punctual, skinning, Blender export, 3D asset.
Use this skill when writing melonJS code that may be based on pre-20.x knowledge, when migrating a game from melonJS 19.x or earlier, or when an API you expected does not exist. Covers the mandatory async Application.init(), the WebGL 2 baseline and WebGPU backend, renderable post effects replacing the shader property, and the deprecated exports still present. Triggers on: migration, upgrade, melonJS 19, me.game, me.video.init, renderable.shader, Compositor, CanvasTexture, me.Math, deprecated.
Use this skill for post-processing effects, custom shaders, blend modes and colour grading in melonJS. Covers the built-in ShaderEffect presets, addPostEffect on renderables and cameras, writing a custom dual-language GLSL/WGSL effect, the screen_texture builtins, and why effects silently do nothing on the Canvas fallback. Triggers on: Tween, easing, animate an effect, ShaderEffect, addPostEffect, removePostEffect, getPostEffect, postEffectNeedsCapture, VignetteEffect, GlowEffect, BlurEffect, PixelateEffect, ScanlineEffect, shader, GLSL, WGSL, uniform, setUniform, setTexture, setTime, blendMode, colorMatrix, screen_texture, toFrameTexture, post effect, filter.
Use this skill for sound and music in melonJS — loading audio, playing effects, background tracks, audio sprites, volume and muting, spatial audio, procedural tone/noise generation, and effects such as reverb or a compressor on the whole mix. Covers the mandatory audio.init format list, the directory-not-file src convention, playTrack versus play, the fixed listener and pixel-scale distances of positional sound, and browser autoplay unlocking. Triggers on: audio, sound, audio.init, audio.play, playTrack, stopTrack, audio.load, sfx, music, volume, mute, fade, rate, pitch, sprite audio, stereo, panner, position, listener, refDistance, reverb, echo, delay, compressor, distortion, filter, audio effect, audio.tone, audio.noise, getAudioContext, getMasterGain, hasAudio, hasFormat, autoplay, no sound, sound stopped working, context suspended, silent after idle, clips silent but tones play.
Use this skill for the melonJS event bus and lifecycle hooks — subscribing to engine events, the per-frame and per-state event names, renderable lifecycle callbacks, and how to unsubscribe without leaking. Triggers on: event.on, event.off, event.once, event.emit, GAME_UPDATE, GAME_BEFORE_DRAW, LEVEL_LOADED, LOADER_COMPLETE, STATE_CHANGE, CANVAS_ONRESIZE, POINTERMOVE, WORLD_STEP, onActivateEvent, onDeactivateEvent, onDestroyEvent, lifecycle, subscribe, listener.
Use this skill when starting or bootstrapping a melonJS game, creating the Application, choosing a renderer, or setting up the first scene. Covers the mandatory async init, the world container, adding renderables, and the WebGPU/WebGL 2/Canvas fallback. Triggers on: melonjs, new Application, app.init, app.world, video.AUTO, video.WEBGL, video.CANVAS, Stage, state.change, getting started, bootstrap.
Use this skill for 2D dynamic lighting in melonJS — Light2d, ambient light on a Stage, multiple lights, and per-pixel normal-mapped sprites authored in SpriteIlluminator. Covers specular highlights via shininess, the ambient-cutout model, which parts need a GPU backend, and why Light2d does not survive a Camera3d. Triggers on: Light2d, specular, shininess, highlight, glint, lighting, ambientLight, ambientLightingColor, normalMap, SpriteIlluminator, per-pixel lighting, drawLight, torch, glow, darkness.
Use this skill for loading and managing game assets in melonJS — the resource descriptor format, the full asset type list, preload versus load, retrieving loaded assets, base URLs and cross-origin settings, and the loading screen. Triggers on: loader, loader.preload, loader.load, resources, getImage, getJSON, getTMX, getGLTF, getVideo, getFont, setBaseURL, setOptions, crossOrigin, withCredentials, credentials, cookies, authenticated assets, CORS, asset, preload, LOADER_COMPLETE, loading screen, unload, setParser, custom asset type, generated texture, procedural texture.
Use this skill for vector and matrix maths in melonJS — Vector2d, Vector3d, their observable variants, Matrix2d, Matrix3d, and the math utility functions. Covers which methods mutate and which allocate, the vector pool and when clone() is the wrong tool, interpolation with lerp, slerp, damp and moveTowards, and the argument defaults that silently drop a component. Triggers on: Vector2d, Vector3d, ObservableVector2d, ObservableVector3d, Matrix2d, Matrix3d, vector, vector maths, dot, cross, normalize, length, distance, angle, lerp, slerp, damp, moveTowards, project, clamp, degToRad, radToDeg, clone, vector pool, vector3dPool, setMuted, setCallback, my vector is wrong, z is zero, scale ignores z., moveTowards ignores z, projectN, currentTransform, setTransform, matrix, transform matrix, column-major, val, Float32Array, basis matrix, orientation matrix, Noise, getNoise1d, flicker, wobble.
Use this skill for particle effects and motion trails in melonJS — ParticleEmitter configuration, burst versus stream emission, the referenceSpace frame of reference introduced in 20.2, 3D particle motion through elevation and minSpread/maxSpread in 20.8, and the Trail renderable. Covers the emitter that silently does nothing until you call an emit method. Triggers on: Trail3d, ribbon, exhaust trail, speed streak, ski track, tyre mark, ribbonNormal, ParticleEmitter, particles, burstParticles, streamParticles, referenceSpace, ParticleEmitterSettings, elevation, minSpread, maxSpread, spawn area, Trail, explosion, smoke, sparks, debris, ring, exhaust, emitter, tintOverLife, colour over life, color over life, flame, fire.
Use this skill when a melonJS game drops frames, allocates heavily, or needs to scale to many objects. Covers object pooling, draw-call batching, atlases, baking with CanvasRenderTarget, instancing, culling and alwaysUpdate, the debug plugin, and where the real costs are. Triggers on: performance, slow, frame rate, fps, lag, pool, pool.register, pool.pull, batching, draw calls, InstancedMesh, culling, alwaysUpdate, inViewport, CanvasRenderTarget, optimise, profiling, debug plugin, memory, render targets, hdr.
Use this skill when adding a melonJS plugin or adapter — the debug panel, Spine skeletal animation, compressed Tiled map support, Capacitor packaging — or when writing your own plugin. Covers plugin.register and its version gate, plugin.cache, plugin.patch, and why physics adapters are not plugins. Triggers on: plugin, plugin.register, plugin.cache, plugin.get, plugin.patch, BasePlugin, debug-plugin, DebugPanelPlugin, SpinePlugin, TiledInflatePlugin, CapacitorPlugin, adapter, custom plugin, plugin version mismatch, already registered.
Use this skill for collision, physics bodies, movement, and spatial queries in melonJS — the built-in SAT world and the planck/matter adapters. Covers bodyDef vs Body, collision types and masks, the collision callback family and their firing rules, raycast/queryAABB/querySphere, the behaviour differences between adapters, and which one to pick for a given game. Triggers on: which physics engine, choosing an adapter, rotation collision, rotating body, torque, joints, stacking, Body, bodyDef, collision, collisionType, collisionMask, onCollision, onCollisionStart, onCollisionActive, raycast, queryAABB, querySphere, PlanckAdapter, MatterAdapter, gravity, velocity, applyForce, isGrounded, SAT.
Use this skill when a feature works on one machine and not another, when choosing or pinning a renderer, or when writing code that must degrade gracefully. Covers the WebGPU to WebGL 2 to Canvas fallback ladder, what each backend supports, capability detection, and the subsystems that warn once and then stop working on Canvas. Triggers on: video.AUTO, video.WEBGPU, video.WEBGL, video.CANVAS, renderer.type, supportsDepthBuffer, shaderLanguage, WebGPU, WebGL2, Canvas fallback, context loss, backend, works on my machine.
Use this skill for scene structure and game flow in melonJS — Stage subclasses, the state manager, transitions, pausing, the update loop, timers and tweens. Covers onResetEvent versus the constructor, state.set before state.change, the camera and world lifecycle per stage, and pause-aware timing. Triggers on: Tween, easing, fade out, flash, pulse, punch, shrink back, ease in, ease out, animate over time, countdown in update, Stage, state, state.set, state.change, state.transition, state.pause, onResetEvent, onDestroyEvent, onActivateEvent, onDeactivateEvent, PLAY, MENU, LOADING, update loop, GAME_UPDATE, timer, setTimeout, setInterval, Tween, freeze.
Use this skill when creating sprites, playing frame animations, or working with texture atlases in melonJS. Covers Sprite construction from a plain image or an atlas region, addAnimation/setCurrentAnimation, TextureAtlas for TexturePacker/ShoeBox/Aseprite, tint, flip, NineSliceSprite, and the centred anchorPoint that offsets naive positioning. Triggers on: Sprite, new Sprite, addAnimation, setCurrentAnimation, isCurrentAnimation, TextureAtlas, TexturePacker, Aseprite, ShoeBox, atlas, region, framewidth, frameheight, tint, flipX, flipY, NineSliceSprite, animation.
Use this skill when subclassing Renderable, writing a custom draw() method, handling pointer or click events on game objects, applying post effects and shaders, or controlling draw order. Covers the pos-relative draw contract, isKinematic and input, addPostEffect vs the deprecated shader property, and z-ordering. Triggers on: Tween, easing, animate, Renderable, extends Renderable, draw(, update(, isKinematic, pointerEvent, registerPointerEvent, onClick, addPostEffect, removePostEffect, ShaderEffect, addChild, z-order, anchorPoint, floating.
Use this skill for Tiled maps in melonJS — loading TMX/TSX levels, spawning entities from Tiled objects, collision shapes authored in Tiled, isometric and hexagonal maps, and image layers. Covers registerTiledObjectClass and the pool.register name contract, camera bounds, compressed maps needing the inflate plugin, and the level director API. Triggers on: Tiled, TMX, TSX, tilemap, level.load, level.load async, await level.load, tileset, ImageLayer, isometric, hexagonal, staggered, pool.register, Collectable, Trigger, object layer, collision layer, parallax, registerTiledObjectClass, registerTiledObjectFactory, TMXObject, resolvedProperty, resolvedProperties, tile class, tile properties.
Use this skill for HUDs, buttons, menus, dialogue panels, progress bars and on-screen text in melonJS. Covers UIBaseElement/UISpriteElement/UITextButton, ProgressBar, UIPanel, Draggable and DropTarget, the floating screen-space container pattern, which of two overlapping panels gets the pointer, Text and BitmapText, web font loading, and NineSliceSprite panels. Triggers on: UI, HUD, button, UIBaseElement, UISpriteElement, UITextButton, ProgressBar, progress bar, health bar, gauge, Draggable, DropTarget, menu, dialogue, overlapping panels, moveToTop, onOver, onClick, bindKey, keyboard shortcut, button keyboard, Tween, easing, animate a label, wavy text, per-glyph effect, glyphEffect, shake text, rainbow text, Text, BitmapText, fillStyle, fillGradient, gradient text, tint, font, fontface, wordWrapWidth, NineSliceSprite, score display, floating., fullscreen, full screen, requestFullscreen, exitFullscreen, isFullscreen, fullscreen button, fullscreen option
Use this skill FIRST for any melonJS task; it routes to the right specialised skill and lists the companion packages. melonJS is an open-source 2D, 2.5D and 3D HTML5 game engine running on WebGPU, WebGL 2 or Canvas. Covers Application setup, the scene graph, renderables, sprites, tilemaps, physics, audio, particles, shaders, and the 3D tier — perspective cameras, meshes and glTF scenes. Triggers on: melonjs, melonJS, me.game, Application, app.init, app.world, Renderable, Sprite, Stage, state.change, Camera2d, Camera3d, Mesh, tilemap, Tiled, TMX, ParticleEmitter, ShaderEffect, how do I make a game, HTML5 game engine.
Use this skill for keyboard, pointer, mouse, touch and gamepad input in melonJS. Covers the bindKey action indirection, registerPointerEvent on regions, the isKinematic requirement that silently blocks pointer events, which of several overlapping objects receives an event and how to consume it, world vs screen pointer coordinates, and gamepad mapping onto the same actions. Triggers on: input, bindKey, isKeyPressed, KEY, registerPointerEvent, releasePointerEvent, pointerdown, pointerup, pointermove, POINTERMOVE, gamepad, bindGamepad, triggerKeyEvent, KEYDOWN, KEYUP, press any key, splash screen, click, touch, drag, hit test, event propagation, stop propagating, overlapping, which object gets the click.
Audits GitHub Actions workflows for security vulnerabilities in AI agent integrations including Claude Code Action, Gemini CLI, OpenAI Codex, and GitHub AI Inference. Detects attack vectors where attacker-controlled input reaches AI agents running in CI/CD pipelines, including env var intermediary patterns, direct expression injection, dangerous sandbox configurations, and wildcard user allowlists. Use when reviewing workflow files that invoke AI coding agents, auditing CI/CD pipeline security for prompt injection risks, or evaluating agentic action configurations.
Scans Cosmos SDK blockchain modules and CosmWasm contracts for consensus-critical vulnerabilities — chain halts, fund loss, state divergence. 25 core + 16 IBC + 10 EVM + 3 CosmWasm patterns. Use when auditing custom x/ modules, reviewing IBC integrations, or assessing pre-launch chain security. Updated for SDK v0.53.x.
Scans Solana programs for 6 critical vulnerabilities including arbitrary CPI, improper PDA validation, missing signer/ownership checks, and sysvar spoofing. Use when auditing Solana/Anchor programs.
Searches and explores Burp Suite project files (.burp) from the command line. Use when searching response headers or bodies with regex patterns, extracting security audit findings, dumping proxy history or site map data, or analyzing HTTP traffic captured in a Burp project.
Performs comprehensive C/C++ security review for memory corruption, integer overflows, race conditions, and platform-specific vulnerabilities. Use when auditing native C/C++ applications, reviewing daemons or services for memory safety, or hunting integer overflow / use-after-free / race conditions in userspace code.
Diagnose and fix Claude in Chrome MCP extension connectivity issues. Use when mcp__claude-in-chrome__* tools fail, return "Browser extension is not connected", or behave erratically.
Detects timing side-channel vulnerabilities in cryptographic code. Use when implementing or reviewing crypto code, encountering division on secrets, secret-dependent branches, or constant-time programming questions in C, C++, Go, Rust, Swift, Java, Kotlin, C#, PHP, JavaScript, TypeScript, Python, or Ruby.
Interprets Culture Index (CI) surveys, behavioral profiles, and personality assessment data. Supports individual profile interpretation, team composition analysis (gas/brake/glue), burnout detection, profile comparison, hiring profiles, manager coaching, interview transcript analysis for trait prediction, candidate debrief, onboarding planning, and conflict mediation. Accepts extracted JSON or PDF input via OpenCV extraction script.
Creates devcontainers with Claude Code, language-specific tooling (Python/Node/Rust/Go), and persistent volumes. Use when adding devcontainer support to a project, setting up isolated development environments, or configuring sandboxed Claude Code workspaces.
> Performs security-focused differential review of code changes (PRs, commits, diffs). Adapts analysis depth to codebase size, uses git history for context, calculates blast radius, checks test coverage, and generates comprehensive markdown reports. Automatically detects and prevents security regressions.
Annotates codebases with dimensional analysis comments documenting units, dimensions, and decimal scaling. Use when someone asks to annotate units in a codebase, perform a dimensional analysis, or find vulnerabilities in a DeFi protocol, offchain code, or other blockchain-related codebase with arithmetic. Prevents dimensional mismatches and catches formula bugs early.
Analyzes DWARF debug information in compiled binaries. Use when inspecting .debug_* sections, DIE trees, or DW_TAG_/DW_AT_ entries with dwarfdump/llvm-dwarfdump or readelf, verifying debug info with llvm-dwarfdump --verify, answering DWARF standard questions, or writing code that parses DWARF (libdwarf, pyelftools, gimli).
Analyzes smart contract codebases to identify state-changing entry points for security auditing. Detects externally callable functions that modify state, categorizes them by access level (public, admin, role-restricted, contract-only), and generates structured audit reports. Excludes view/pure/read-only functions. Use when auditing smart contracts (Solidity, Vyper, Solana/Rust, Move, TON, CosmWasm) or when asked to find entry points, audit flows, external functions, access control patterns, or privileged operations.
Scans Android APKs for Firebase security misconfigurations including open databases, storage buckets, authentication issues, and exposed cloud functions. Use when analyzing APK files for Firebase vulnerabilities, performing mobile app security audits, or testing Firebase endpoint security. For authorized security research only.
Systematically verifies suspected security bugs to eliminate false positives, producing a TRUE POSITIVE or FALSE POSITIVE verdict with documented evidence for each. Use when asked whether a specific finding is real, exploitable, or a false positive, or to verify or validate a suspected vulnerability — not for hunting or discovering new bugs.
Enforces authenticated gh CLI workflows over unauthenticated curl/WebFetch patterns. Use when working with GitHub URLs, API access, pull requests, or issues.
Safely analyzes and cleans up local git branches and worktrees by categorizing them as merged, squash-merged, superseded, or active work.
Triages a repository's open GitHub issues and pull requests via the gh CLI. Optionally reviews and merges ready PRs — incrementally merging passing automated/bot PRs and maintainer-approved ones, and spawning review subagents for never-reviewed ones — then closes already-resolved issues with comments citing the resolving PR or commit, cross-links issues with their pending fix PRs, and assigns local-only priority and change-size estimates for everything outstanding. Use when triaging, grooming, or reviewing a repository's open issues and PRs.
Detects fail-open insecure defaults (hardcoded secrets, weak auth, permissive security) that allow apps to run insecurely in production. Use when auditing security, reviewing config management, or analyzing environment variable handling.
Draws the 12 Houses of the Zodiac Tarot spread to inject entropy into planning when prompts are vague, ambiguous, or casually delegated. Interprets the spread to guide next steps. Use when the user says 'let fate decide', 'YOLO', 'whatever', 'idk', or other nonchalant phrases, makes Yu-Gi-Oh references, or when you are about to arbitrarily pick between multiple reasonable approaches. Prefer over asking clarifying questions when the user's tone is casual or playful rather than precision-seeking.
Configures mewt or muton mutation testing campaigns — scopes targets, tunes timeouts, and optimizes long-running runs. Use when the user mentions mewt, muton, mutation testing, or wants to configure or optimize a mutation testing campaign.
This skill should be used when the user asks to "open source this project", "prepare this repository for public release", "make this repo public", "check open-source readiness", "choose a license for this project", or "set up release automation" ahead of a public launch. Provides a release-readiness workflow covering secrets hygiene, licensing, documentation, CI, and language-specific packaging.
Performs comprehensive Rust security review for safe/unsafe boundary issues, memory safety in unsafe blocks, concurrency hazards, panic-induced DoS, FFI safety, and async runtime mistakes. Use when auditing Rust crates, services, or libraries — particularly those with `unsafe`, FFI, or concurrent code.
Runs external LLM code reviews (OpenAI Codex or Google Gemini CLI) on uncommitted changes, branch diffs, or specific commits. Use when the user asks for a second opinion, external review, codex review, gemini review, or mentions /second-opinion.
Creates custom Semgrep rules for detecting security vulnerabilities, bug patterns, and code patterns. Use when writing Semgrep rules or building custom static analysis detections.
Creates language variants of existing Semgrep rules. Use when porting a Semgrep rule to specified target languages. Takes an existing rule and target languages as input, produces independent rule+test directories for each language.
Identifies error-prone APIs, dangerous configurations, and footgun designs that enable security mistakes. Use when reviewing API designs, configuration schemas, cryptographic library ergonomics, or evaluating whether code follows 'secure by default' and 'pit of success' principles. Triggers: footgun, misuse-resistant, secure defaults, API usability, dangerous configuration.
Iteratively reviews and fixes Claude Code skill quality issues until they meet standards. Runs automated fix-review cycles using the skill-reviewer agent. Use to fix skill quality issues, improve skill descriptions, run automated skill review loops, or iteratively refine a skill. Triggers on 'fix my skill', 'improve skill quality', 'skill improvement loop'. NOT for one-time reviews—use /skill-reviewer directly.
>- Scans a codebase for security vulnerabilities using CodeQL's interprocedural data flow and taint tracking analysis. Triggers on "run codeql", "codeql scan", "codeql analysis", "build codeql database", or "find vulnerabilities with codeql". Supports "run all" (security-and-quality + security-experimental suites) and "important only" (high-precision security findings) scan modes. Also handles creating data extension models and processing CodeQL SARIF output.
>- Parses and processes SARIF files from static analysis tools like CodeQL, Semgrep, or other scanners. Triggers on "parse sarif", "read scan results", "aggregate findings", "deduplicate alerts", or "process sarif output". Handles filtering, deduplication, format conversion, and CI/CD integration of SARIF data. Does NOT run scans — use the Semgrep or CodeQL skills for that.
>- Run Semgrep static analysis scan on a codebase using parallel subagents. Supports two scan modes — "run all" (full ruleset coverage) and "important only" (high-confidence security vulnerabilities). Automatically detects and uses Semgrep Pro for cross-file taint analysis when available. Use when asked to scan code for vulnerabilities, run a security audit with Semgrep, find bugs, or perform static analysis. Spawns parallel workers for multi-language codebases.
Identifies dependencies at heightened risk of exploitation or takeover. Use when assessing supply chain attack surface, evaluating dependency health, or scoping security engagements.
> AFL++ is a fork of AFL with better fuzzing performance and advanced features. Use for multi-core fuzzing of C/C++ projects.
> Augments Trailmark code graphs with external audit findings from SARIF static analysis results, weAudit annotation files, and version-gated Trailmark 0.4.x binary-analysis graph exports. Maps findings to graph nodes by file and line overlap, creates severity-based subgraphs, and enables cross-referencing findings with pre-analysis data (blast radius, taint, etc.). Use when projecting SARIF results onto a code graph, overlaying weAudit annotations, importing binary graph findings, cross-referencing Semgrep, CodeQL, or binary-analysis findings with call graph data, or visualizing audit findings in the context of code structure.
Extracts protocol message flow from source code, RFCs, academic papers, pseudocode, informal prose, ProVerif (.pv), or Tamarin (.spthy) models and generates Mermaid sequenceDiagrams with cryptographic annotations. Use when diagramming a crypto protocol, visualizing a handshake or key exchange flow, extracting message flow from a spec or RFC, diagramming a ProVerif or Tamarin model, or drawing sequence diagrams for TLS, Noise, Signal, X3DH, Double Ratchet, FROST, DH, or ECDH protocols.
> Generates Mermaid diagrams from Trailmark code graphs. Produces call graphs, class hierarchies, module dependency maps, containment diagrams, complexity heatmaps, and attack surface data flow visualizations. Use when visualizing code architecture, drawing call graphs, generating class diagrams, creating dependency maps, producing complexity heatmaps, or visualizing data flow and attack surface paths as Mermaid diagrams.
Graph-informed mutation testing triage. Parses codebases with Trailmark, runs mutation testing and necessist, then uses survived mutants, unnecessary test statements, and call graph data to identify false positives, missing test coverage, and fuzzing targets. Use when triaging survived mutants, analyzing mutation testing results, identifying test gaps, finding fuzzing targets from weak tests, running mutation frameworks (including circomvent and cairo-mutants), or using necessist.
Answers built from the skills we actually parsed.