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AgentCompany/builtin-skills/iOS-Dev/icon-generator/SKILL.md
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ZacharyZhang-NY e74dafcd36 Silence render-disposed spam, unbreak bundled skills, drop board wake
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.
2026-04-20 08:13:48 -04:00

2.3 KiB

name, description
name description
icon-generator Generate web UI/UX icon assets (favicon.ico, apple-touch-icon, PWA icons incl. maskable) and optionally Unreal Engine packaging icons (Windows .ico, macOS .iconset/.icns, Linux .png) from a single source SVG/PNG; use when you need correct multi-size icon files, safe-area guidance, manifests/head tags, or automation.

Icon Generator

You generate icon asset bundles for web UI/UX first (favicons + PWA icons), and you can also generate Unreal Engine packaging icon assets when needed.

Fast workflow

  1. Pick target(s): Web UI/UX (favicon + PWA icons) and/or Unreal Engine packaging (optional).

  2. Pick the source icon: prefer a 1024x1024 PNG (square) or a clean SVG. If it's not square, choose whether to crop or pad (default: pad).

  3. Generate the assets using scripts/generate_icons.py.

Web/PWA sizes and safe-area rules: references/web-ui-ux.md

Unreal Engine formats and expectations: references/unreal-engine.md

Full size tables: references/icon-sizes.md

  1. Verify output quality: ensure the .ico contains multiple sizes, and the 16/24/32 px variants are crisp.

Quality rules (what "good" looks like)

  • Design for small sizes: avoid thin strokes, tiny text, and busy details.
  • Prefer transparent backgrounds for desktop icons unless you intentionally "plate" the icon.
  • Preview at 16px and 24px. If it becomes muddy, create a simpler variant.

Run and customize the script:

  • Script: scripts/generate_icons.py
  • It supports:
    • Web/PWA set: favicon.ico, apple-touch-icon.png, icon-192.png, icon-512.png, icon-maskable-512.png
    • UE sets (optional): Windows .ico, macOS .iconset, Linux .png

If you need HTML <head> snippets, manifest.webmanifest examples, and maskable safe-area guidance, read:

Notes

  • If your input is SVG and Python SVG rasterization is unavailable on your machine, export a 1024x1024 PNG first (e.g., Inkscape), then rerun the script using the PNG.
  • Keep this SKILL.md lean; detailed size tables live in the reference files.