Agent skills
Skills you can use with AI coding agents, indexed from public GitHub repositories.
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web-artifacts-builder
Suite of tools for creating elaborate, multi-component claude.ai HTML artifacts using modern frontend web technologies (React, Tailwind CSS, shadcn/ui). Use for complex artifacts requiring state management, routing, or shadcn/ui components - not for simple single-file HTML/JSX artifacts.
partme-ai/full-stack-skills 254
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java-code-comments
Adds JavaDoc comments to Java code following industry standards. Covers class-level, method-level, and field-level comments for Controller, Service, ServiceImpl, Mapper, Entity, BO, DTO, VO, and other component types. Use when the user wants to add comments to Java code, generate JavaDoc documentation, or systematically document a Java codebase.
partme-ai/full-stack-skills 254
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documentation-builder
Generates structured technical documentation including API docs (OpenAPI/Swagger), README files, user guides, developer guides, and changelogs. Use when the user needs to create or improve project documentation, generate API reference docs, write onboarding guides, or structure documentation for a codebase.
partme-ai/full-stack-skills 254
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webapp-testing
Toolkit for interacting with and testing local web applications using Playwright. Supports verifying frontend functionality, debugging UI behavior, capturing browser screenshots, and viewing browser logs.
partme-ai/full-stack-skills 254
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theme-factory
Applies professional color and font themes to slides, documents, reports, and HTML pages. Includes 10 pre-set themes (Ocean Depths, Sunset Boulevard, Modern Minimalist, etc.) with hex palettes and font pairings, plus on-the-fly custom theme generation. Use when the user wants to style or re-theme any visual artifact.
partme-ai/full-stack-skills 254
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frontend-design
Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, artifacts, posters, or applications (examples include websites, landing pages, dashboards, React components, HTML/CSS layouts, or when styling/beautifying any web UI). Generates creative, polished code and UI design that avoids generic AI aesthetics.
partme-ai/full-stack-skills 254
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code-generator
Generates production-ready code scaffolds, functions, classes, and project structures across Python, TypeScript, Java, and Go. Use when the user asks to generate code from templates, scaffold a new project, create boilerplate classes or modules, or automate repetitive code creation tasks.
partme-ai/full-stack-skills 254
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agent-browser
Automates browser interactions via CLI using agent-browser by Vercel Labs. Covers navigation, clicking, form filling, snapshots, refs-based selectors, agent mode with JSON output, session management, and CDP integration. Use when the user needs to automate web browsing, scrape pages, fill forms, or integrate browser automation into AI agent workflows.
partme-ai/full-stack-skills 254
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avue
Builds data-driven admin interfaces with the Avue framework (based on Vue 2 + Element UI). Covers CRUD tables, forms, global APIs ($DialogForm, $Clipboard, $ImagePreview, $Export), Tree, Upload, and Select components. Use when the user needs to build management systems, data-driven views, or configuration-based admin UIs with Avue.
partme-ai/full-stack-skills 254
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avue-form
Builds configuration-driven dynamic forms with Avue Form, including field types (input, select, date, upload), validation rules, form groups, tabbed layouts, and event handling. Use when the user needs to create forms with Avue in Vue applications, implement form validation, or build dynamic multi-step forms.
partme-ai/full-stack-skills 254
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avue-crud
Builds configuration-driven CRUD tables with the Avue framework, including column definition, pagination, search, sorting, row operations (add/edit/delete), data export, and form validation. Use when the user needs to create data management interfaces with Avue CRUD tables in Vue 2 applications.
partme-ai/full-stack-skills 254
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threejs-loaders
three.js asset I/O using LoadingManager, Cache, FileLoader, image and texture loaders, GLTFLoader with DRACOLoader and KTX2Loader, and common format loaders under Addons; symmetric exporters such as GLTFExporter and texture/buffer exporters. Use when loading or exporting models, HDR, LUT, fonts, or compressed textures; for runtime Texture object parameters after load use threejs-textures; for scene graph placement use threejs-objects.
partme-ai/full-stack-skills 254
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threejs-audio
three.js audio spatialization: AudioListener attached to camera rig, Audio and PositionalAudio sources, AudioAnalyser for FFT/time-domain data, and integration with Web Audio API contexts; AudioLoader is referenced from threejs-loaders for file decoding. Use when placing 3D sound, configuring panner parameters, or building audio visualization; not a replacement for full game audio middleware.
partme-ai/full-stack-skills 254
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threejs-scenes
three.js Scene graph root object, linear Fog and exponential FogExp2, Scene.background for solid colors or textures, and high-level environment background concepts that tie to PMREM and loaders in other skills. Use when configuring world container, atmospheric fog, or background; for HDR env map file loading use threejs-loaders; for GPU texture settings after load use threejs-textures; for tone mapping use threejs-renderers.
partme-ai/full-stack-skills 254
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threejs-textures
three.js textures: Texture, DataTexture, CubeTexture, CompressedTexture variants, DepthTexture, VideoTexture, CanvasTexture, 3D/array textures, Source; sampling parameters, mipmaps, anisotropy, wrap/mag/min filters; PMREMGenerator in Extras for environment map prefiltering. Use when configuring GPU texture objects and PMREM; for Draco/KTX2 transcoder file paths use threejs-loaders; for material map slots use threejs-materials; for output color pipeline use threejs-renderers.
partme-ai/full-stack-skills 254
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threejs-webxr
WebXR integration for three.js: WebXRManager and XRManager on the renderer, session initialization patterns, VRButton and ARButton helpers, XRControllerModelFactory and hand model families, XREstimatedLight, XRPlanes, and related addon Webxr utilities. Use for immersive sessions and controller/hand tracking—not for standard desktop camera projection (threejs-camera) or composer post effects (threejs-postprocessing).
partme-ai/full-stack-skills 254
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threejs-postprocessing
Addon screen-space post-processing for three.js using EffectComposer, Pass base class, RenderPass, and stock passes such as UnrealBloomPass, SSAOPass, SSRPass, BokehPass, OutlinePass, FXAAPass/SMAAPass, TAARenderPass, and ShaderPass; references the Shaders addon group for underlying shader modules. Use when building composer chains for bloom, SSAO, or other screen-space effects; not for basic renderer tone mapping alone (threejs-renderers).
partme-ai/full-stack-skills 254
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threejs-lights
three.js lighting: AmbientLight, HemisphereLight, DirectionalLight, PointLight, SpotLight, RectAreaLight, LightProbe, IESSpotLight, ProjectorLight, shadow subtypes, and addon helpers such as RectAreaLightUniformsLib, RectAreaLightTexturesLib, LightProbeGenerator, TiledLighting. Use when configuring direct/indirect light, shadows, probes, or area lights; for IES file loading use threejs-loaders; for node-based light graphs use threejs-node-tsl; for debug helpers use threejs-helpers.
partme-ai/full-stack-skills 254
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threejs-materials
Classic three.js materials (non-Node): MeshStandardMaterial, MeshPhysicalMaterial, Phong/Lambert/Toon/Basic, Line/Points/Sprite materials, MeshMatcapMaterial, MeshNormalMaterial, depth/distance materials, ShaderMaterial and RawShaderMaterial. Use when tuning PBR maps, transparency, depth write, skinning flags, or writing GLSL in ShaderMaterial; for TSL/NodeMaterial/WebGPU shader graphs use threejs-node-tsl instead.
partme-ai/full-stack-skills 254
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threejs-node-tsl
three.js node-based shading: Nodes API surface, NodeMaterial and MeshStandardNodeMaterial-style families, TSL (Three.js Shading Language) entry at TSL.html, WebGPURenderer pairing, and core PostProcessing (class) versus addon EffectComposer at a high level. Use when authoring shaders as graphs, using TSL builtins, compute-oriented nodes, or modern WebGPU pipelines; for classic ShaderMaterial GLSL use threejs-materials; for stock EffectComposer passes use threejs-postprocessing; for WebGLRenderer-only tuning use threejs-renderers.
partme-ai/full-stack-skills 254
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threejs-animation
three.js keyframe animation system: AnimationMixer, AnimationClip, AnimationAction, KeyframeTrack variants, PropertyBinding, PropertyMixer, AnimationObjectGroup, AnimationUtils; mixing and crossfading clips, loop modes, timeScale, weight; addon AnimationClipCreator and CCDIKSolver for procedural rigs. Use when playing glTF clips, blending actions, or authoring procedural tracks; for skin deformation rigging on meshes see threejs-objects; for math interpolants without clips see threejs-math only when not tied to AnimationMixer.
partme-ai/full-stack-skills 254
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threejs-controls
Addon camera and object manipulation controls: OrbitControls, MapControls, FlyControls, FirstPersonControls, TrackballControls, ArcballControls, DragControls, PointerLockControls, TransformControls; damping, target focal point, and integration with the animation loop. Use for editor-style navigation and gizmos—not a full game character controller stack; pair with Raycaster selection patterns in threejs-objects when transforming selections.
partme-ai/full-stack-skills 254
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threejs-objects
three.js scene graph objects: Object3D transforms and hierarchy, Group, Mesh, InstancedMesh, SkinnedMesh, BatchedMesh, LOD, Line/LineLoop/LineSegments, Points, Sprite, Bone, Skeleton, ClippingGroup; interaction via Raycaster, Layers masks, and EventDispatcher patterns. Use when building scene hierarchies, picking objects with Raycaster, or configuring instanced/skinned meshes; for pure vector math use threejs-math; for skeletal clips use threejs-animation.
partme-ai/full-stack-skills 254
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threejs-renderers
Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.
partme-ai/full-stack-skills 254