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Commit 5e0299c
fix(skills): put trigger phrasing in every skill description (#418)
Claude Code and Cursor choose a skill from its frontmatter description
alone. All 16 skills kept their triggers (API names, error strings) in a
body "## Trigger" section the model cannot see at selection time, and
none had a "Use when" clause, so the skills fired less often than they
should.
Each description now says what the skill covers, then "Use when ..."
with the API names and literal error messages that should load it
(e.g. "No active UV layer found", "poll() failed, context is
incorrect", AttributeError on sequence_editor.sequences). The
slotted-actions description also stops recommending bare action.fcurves
on 4.5 (#385), and engine-export-presets matches #346.
The documented "under 200 chars" limit was already broken by 12 skills
and never enforced, and it would have blocked this. check_frontmatter
now enforces <= 1024 characters (the Agent Skills cap) and a "Use when"
clause; AGENTS.md and CONTRIBUTING.md show the new shape.
Closes #357
Closes #396
Signed-off-by: TMHSDigital <154358121+TMHSDigital@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>1 parent 9ae6830 commit 5e0299c
19 files changed
Lines changed: 30 additions & 18 deletions
File tree
- skills
- addon-scaffolding
- ai-mesh-cleanup
- bake-high-to-low
- bl-info-migration
- custom-properties
- depsgraph-and-evaluated-data
- drivers-and-app-handlers
- engine-export-presets
- geometry-nodes-python
- headless-batch-scripting
- mesh-editing-and-bmesh
- operators
- procedural-materials-and-shaders
- slotted-actions-animation
- ui-panels
- vse-python
- tests
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