Implement the reviewed UI icon system and durable review workflow (#853)
Thanks @Nathan-Dane.
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# SolidCraft UI icon specification
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This is the binding specification for new and revised icons. Use it with the
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actual SVG references in `design/references.toml`; `http://127.0.0.1:8770/guide`
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shows the bases and references when the local review server is running.
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The original SVGs, palette and the user's acceptance records take precedence over
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old screenshots, proposals, authoring experiments or any remembered chat instructions.
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## First choose the category
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| Category | Shape language | Finished references |
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| --- | --- | --- |
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| Solid / modelling feature | One substantial isometric volume; grey reference geometry, blue change/result | `model/box.svg`, `extrude.svg`, `hole.svg`, `rib.svg`, `contact_sets.svg` |
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| Construction / analysis | Sparse grey references and one blue result; guides explain the construction | `axis_two_planes.svg`, `axis_normal_to_face.svg`, `point_three_planes.svg`, `plane_midplane.svg` |
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| Sketch / constraints | Flat analytic geometry; green Sketch strokes, red constraints, grey guides and sparse round points | `rect.svg`, `circle.svg`, `polygon_circumscribed.svg`, `slot.svg`, `sketch_fillet.svg`, `c_parallel.svg` |
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| Documents / utilities | Compact, substantial objects; grey fill and dark outline, restrained blue cue | `delete.svg`, `copy.svg`, `paste.svg`, `library.svg`, `new.svg` |
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| Application bar / navigation | Simple monochrome `currentColor`, no filled modelling faces | `flat/save.svg`, `undo.svg`, `orbit.svg`, `fit.svg` |
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| Workspace | A simple recognisable mark with the existing workspace weight | `workspace/ws_design.svg`, `ws_animate.svg` |
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Unqualified references in the table are in `design/svg/model/`. A folder name is a
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rendering family, not permission to change style: Sketch drawings live in `model/`
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too. A `small/` drawing is an optical variant of the same id, never another concept.
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Use an alias plus an accent for the same operation in another workspace; do not
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copy its SVG or recolour a private copy. Do not add a filled cube to a flat control.
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## Exact common measurements
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- Coordinate system: `viewBox="0 0 64 64"`; no intrinsic SVG width/height.
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- Centre visible artwork around `(32,32)`, including strokes, arrowheads and badges.
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Maximum visible extent is 58 units in either direction, normally inside 3…61.
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Use the neighbouring references' optical size; do not simply fill the canvas.
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- Geometry outline: **2.55**; action / Sketch stroke: **4.25**; navigation: **5.6**.
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Parameters retain their existing **4.2** weight. These values are in `palette.toml`.
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Sparse guides may use 2.0–2.55 where the reference does; do not invent intermediate
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weights to fit excessive detail. Every stroke has round caps and round joins.
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- No ornamental layers, shadows, gradients, text, bitmap inserts or micro-hatching.
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Aim for one base object plus one result/action cue. Multiple layers must describe
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actual geometry, as in `copy`, or references essential to a construction method.
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- Curves must be smooth at joins. Use analytic ellipses/arcs or matched Bézier
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tangents. Do not approximate a round face with a visibly irregular polygon.
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## Canonical grey cube — do not redraw it by eye
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`design/tools/author/bases.py::grey_cube(icon)` is the exact common base.
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`cube_projection()` returns the same projection for points, face-attached crosses,
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curves, highlights and guides. `lib.py::Iso` and `Icon` are the low-level helpers.
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The physical cube is x/y = −12…12, z = 0…24. Default scale is 1.125. Projection:
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```text
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screen_x = 32 + (x-y) * sqrt(3)/2 * 1.125
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screen_y = 32 + (x+y)/2 * 1.125 - (z-12) * 1.125
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```
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| Vertex | Screen coordinates |
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| --- | --- |
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| back top | (32, 5) |
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| left top | (8.62, 18.5) |
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| front top | (32, 32) |
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| right top | (55.38, 18.5) |
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| left bottom | (8.62, 45.5) |
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| front bottom | (32, 59) |
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| right bottom | (55.38, 45.5) |
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Axes are x right/down, y left/down, z straight up. Diagonals have **30°** slopes;
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equal physical dimensions remain equal. Screen-left face is y=+12; screen-right
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face is x=+12. Default passive fills are **top P1, left P2, right P3**. Never swap
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them to make an individual drawing prettier. Do not use perspective convergence.
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`grey_slab()` uses the same axes and shading with a four-unit thickness. Use these
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helpers to fit a smaller base when the action cue needs space; shrink uniformly.
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A face-attached X is two diagonals in that face's *physical* coordinates, projected
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through the same `Iso`; a screen-space X pasted on an oblique face is wrong.
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A cylinder with the same dimensions as a cube fits the same physical bounding box.
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Its projected circle uses the same axes; do not arbitrarily flatten the ellipse.
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## Colour and semantic roles
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Only use the stable `source` identifiers below in model SVGs. The renderer maps roles to
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light/dark theme values. `currentColor` is the background line-art role, not a way
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to add arbitrary colours. All values and accents come from `design/palette.toml`.
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| Role | Author helper | Light value | Use |
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| --- | --- | --- | --- |
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| Ink | INK | #34465b | Object contours and details over fills |
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| Passive 1 | P1 | #e2e8ef | Top / light grey reference face |
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| Passive 2 | P2 | #b8c3cf | Screen-left grey face |
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| Passive 3 | P3 | #8e9faf | Screen-right grey face |
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| Active 1 | A1 | #b9ddf8 | Pale result face |
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| Active 2 | A2 | #328bd3 | Medium result face |
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| Active 3 | A3 | #236ead | Strong blue action or result stroke |
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| Guide | GUIDE | #6f879c | Sparse construction references |
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| Gap | GAP | #ffffff | Erase earlier artwork to real transparency |
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The source hexes identify paint roles, not the displayed colour. **Never recolour an
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SVG to apply a workspace accent.** Keep these identifiers and every finished shape
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unchanged; the runtime and review page resolve them through `design/palette.toml`.
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That file is the single colour authority: edit `light`/`dark` in the relevant
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`accents` ramp; `active-3` is its primary stroke and `active-1/2` are shaded faces.
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Do not edit a role's `source` identifier. `variants` holds colour-vision adjustments.
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A role with `use = "active-3"` follows that stroke automatically.
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| Meaning | Accent | Assignment |
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| --- | --- | --- |
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| Solid, Sheet Metal, Plastic, shared Construct/Inspect and file/edit utilities | Base blue | Default |
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| Surface tools and their history items | Orange | Surface aliases |
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| Sketch geometry and Sketch-specific editing | Green | `icon-accents.sketch` or a Sketch alias |
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| Sketch constraints, including viewport glyphs | Red | `icon-accents.constraint` |
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| Sketch construction / centerline modes | Orange | `icon-accents.construction` |
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| Mesh-specific actions | Yellow | Mesh aliases |
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| Future Form workspace | Purple | Form aliases |
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Passive faces, outlines, reference guides, knockouts and monochrome navigation stay
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in their original roles. Non-blue dotted or dashed reference lines use **Guides**.
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Strokes using an active blue source role retain their semantic accent, including
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blue dotted result boundaries and their aliases. A wider knockout beneath such a
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line erases earlier artwork. Draw manual reference dashes and dots with GUIDE.
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Construct planes/axes/points remain blue. The active workspace never
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recolours shared tools. Accent ramp entries match the corresponding blue entry's
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perceptual lightness (OKLab L) in both themes; retain each accent's hue.
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Colour-vision variants may adjust that lightness to keep measured meanings apart;
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their icon strokes and corresponding UI tokens must use the same palette entry.
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Choose a semantic id once so ribbon, drop-down, palette, browser, timeline and
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review all agree. An explicit alias accent wins over an id's default. Defaults
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are not inherited from a master (`ground` reuses `c_fix` without becoming a red
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constraint). Use an alias for shared shapes with different meanings, for example
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`sketch_scale` / `scale` and `mesh_export` / `export`. New ids still start Open;
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colour policy changes never rewrite acceptance hashes. Do not sample colours from
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screenshots, hard-code private variants or quietly change shared ramps.
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## Arrows, overlap and detail — the frequent failure points
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- Arrows follow the geometry: rotation arcs follow the cylinder's roundness using
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its actual projected ellipse. Do not replace a satisfying arc with a flattened
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curve just to fix the head. Preserve the shaft and correct the tangent/head.
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- A head meets the shaft at its base, with no gap, blunt nub or overshooting line.
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Its direction follows the curve's final tangent. `bases.arrow` supplies the
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straight version. Standard small heads are around 8–10 units long/wide.
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- A knockout around an overlaid arrow/X is normally about 1–1.2 units per side.
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GAP is an eraser, never a theme background colour: it clears previously drawn
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fills/strokes to transparency. Draw the coloured foreground after the knockout.
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Existing binary masks use literal `white`/`black` for coverage, not GAP.
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Knockouts separate unrelated overlaid parts; they must not split a continuous
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link or make a physically connected part float. Wider borders need a clear
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semantic reason, as in the infinity symbol.
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- Compute visibility before outlining. Draw distant opaque faces first, then near
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faces. A hook must cover both the stem's hidden fill and its hidden edges. A nut
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has an opening and its shaft passes through it; the nut is not a solid foreground
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hexagon obscuring the shaft. Never fix an occlusion error with a stray patch.
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- Face removal: the missing face is unfilled. Its boundary uses sparse blue dashes,
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with no solid line underneath; any action symbol sits in that face's projection.
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- Curved replacement faces use the base's projection and cover its full parameter
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range. Adjacent grey faces share the curved boundary; do not leave an old straight
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edge across it. Extend a surface slightly and consistently beyond all intended edges.
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- Use round Sketch points sparingly: regular points are about radius 3–3.4. Construction
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reference points should stay subordinate to the result. Do not mark every sample.
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- Dashes and dots must have even spacing, including the closing seam. Clip the
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unwanted portion cleanly behind foreground geometry; do not distort the circle.
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- Utility icons follow `delete`, `copy` and `paste` proportions and roundness. Avoid
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spindly silhouettes, razor corners, decorative folded layers and small line stacks.
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- Badge vocabulary: a blue circle with a background-punched plus, as in `new` and
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`contact_new`. Maintain the main object's silhouette and a clear small-size gap.
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## SVG subset and source ownership
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The application parser supports `path`, `circle`, `g`, `defs`, `clipPath`, `mask`
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and `title`. Use paths for ellipses (`lib.ell`); native `<ellipse>` is unsupported.
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Paths use absolute M/L/C/Q/A/Z. No transforms, styles, classes, scripts, links,
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external resources, fonts or CSS-dependent drawing. Use explicit palette paints.
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Keep clip ids unique inside each SVG. One id has one primary master; `small/` may
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supply an optical variant. The existing `flat/folder` and `model/folder` are a
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preserved historical exception; runtime/model preference is intentional. Do not
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introduce another cross-family duplicate or delete accepted art as cleanup.
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SVGs are editable masters. Historical numbered generators were retired because
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several contained earlier definitions and implicit overrides. The shared helpers
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are not an alternate source of truth for existing SVGs. Do not regenerate the
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whole set, especially final artwork, when adding one icon.
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## First-pass workflow and acceptance rubric
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1. Read the command/interaction and two closest finished references. Choose a
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distinct concept and the category above. Check final/master/alias protection.
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2. Start a new modelling drawing with:
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`python3 -B assets/icons/ui/design/tools/author/new_icon.py my_icon --base cube`.
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Choose `--base slab` or `--base empty` when appropriate. The starter is not a
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completed icon. The tool refuses an existing master/alias and adds attribution.
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3. Add the smallest clear operation cue. Wire `.icon("my_icon")` in the command
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registry and matching timeline/browser selectors. Use a named literal id in
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wrappers, and extend/test discovery when introducing a new wrapper convention.
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4. Run the review tool, inspect before/after at 64–128 and 16/24 px in **both themes**,
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and compare weight/spacing with the named references. At 16 px the operation
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must remain distinct. Add a small variant only if simplification is necessary.
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5. Check: correct base/perspective/shading; clear operation; one visual hierarchy;
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smooth curves and tangent heads; correct occlusion; no accidental seams;
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reference-matched detail and optical footprint. Fix these before owner review.
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6. Run `cargo xtask icons` and
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`cargo test --profile ci -p solidcraft-ui-egui --lib icon_svg::tests` in the
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background. Run normal repository gates before committing. Never claim visual
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quality from lint alone. Keep review evidence under ignored target/.
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7. Leave the icon Open. The owner uses the review page to finalise the exact
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artwork revision. Do not add acceptance hashes or copy another icon's hash.
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All artwork must be original SolidCraft work or an explicitly licensed resource
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with provenance. Commercial CAD artwork, screenshots and extracted assets are
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forbidden even as hidden references. This guide and the local finished set provide
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all required visual context for future agents.
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