Three independently ugly bugs that all fed the same log flood:
* Electron's `WebFrameMain.send` writes every "Render frame was disposed"
to stderr via `console.error`. When the worker fans a second
agent-event past a reloading renderer, we produced thousands of
identical lines and stalled the main loop on stderr I/O. Added a
`mainFrame.detached` guard so the send is short-circuited before
Electron's own catch block fires, and installed a targeted filter in
`suppress-warnings.ts` (now actually imported from the entry point)
so the specific `console.error("Error sending from webFrameMain:"…)`
noise never reaches the terminal. Any other payload still surfaces.
* `dispatchAgentMessage` accepted the human-reader sentinel as a wake
target when an agent replied to `__board__` — `wakeAgentIfPossible`
then called `db.getAgent("__board__")`, threw, and the dispatcher
kept repeating on every send. Strip `HUMAN_SENDER_ID` at
`resolveMessageWakeTargets`, and keep a defense-in-depth guard in the
heartbeat so a stray caller (future automation fan-out) cannot
reintroduce the crash.
* Pi's skills loader rejects any SKILL.md whose frontmatter `name`
diverges from its parent directory. The four bundled `my-writing-style`
copies declared `name: writing-style-skill`, so every install emitted
a warning and dropped the skill. They also lived as orphan gitlinks
(mode 160000 without .gitmodules), and the global `*.md` gitignore
hid every other SKILL.md from version control. Fixed the frontmatter
to match the dir, converted the dangling submodules to plain trees,
and allowlisted `builtin-skills/**/*.md` so a fresh clone carries the
catalogue instead of silently losing it.
30 lines
941 B
Markdown
30 lines
941 B
Markdown
# Unreal Engine packaging icons (optional target)
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## What UE typically expects
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- **Windows**: a multi-resolution `.ico` (commonly max 256×256)
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- **macOS**: an `.icns` (UE may require `.icns` even if Apple has moved toward asset catalogs)
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- **Linux**: usually a `.png` (commonly 256×256)
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## What this skill generates
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Using `--targets ue`, the script outputs:
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- `ue/windows/icon.ico` (multi-size)
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- `ue/mac/AppIcon.iconset/` (iconset PNGs)
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- `ue/linux/icon-256.png`, `ue/linux/icon-512.png`
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### Creating `.icns` (macOS)
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Creating `.icns` is easiest on macOS with `iconutil`.
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- Input: the `AppIcon.iconset/` folder
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- Output: `AppIcon.icns`
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If you’re not on macOS, keep the `.iconset` in source control and generate `.icns` on a Mac build machine.
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## Quality reminder
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Even if a single “master” PNG exists, small sizes often need a simplified design.
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If your 16×16 looks mushy, create a simplified icon variant and regenerate.
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