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.
2.3 KiB
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
-
Pick target(s): Web UI/UX (favicon + PWA icons) and/or Unreal Engine packaging (optional).
-
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).
-
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
- Verify output quality: ensure the
.icocontains 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.
Automation (recommended)
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
- Web/PWA set:
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.