As for the actual content - I'm just a nobody, but I agree those are all good quality of life additions.

For the SVG part, my guess is that it is unlikely both in terms of complexity, and because SVG icons are very hard to optimize for clarity at different sizes. This is a good article on the topic: https://www.pushing-pixels.org/2011/11/04/about-those-vector-icons.html

On Mon, Jul 8, 2024, at 5:18 PM, Jack Curran wrote:
Hello, I am curious who, or what team, is responsible for the GUI design of Sculpt OS. Especially the Window Manager preset that comes with Sculpt by default. Which I am sure is the window manager that most users are using?

I am willing to create icons for the Window Manager GUI if needed. I don't know what licenses are equivalent to the AGPLV3 when it comes to graphic design? But whatever license is closest, I can publish my icons under that for the project so that there is no interference with licensing. You can see my icon suggestions in the github issues on the genode repository for anyone who hasn't seen my suggestions.

https://github.com/genodelabs/genode/issues/5278
https://github.com/genodelabs/genode/issues/5279
https://github.com/genodelabs/genode/issues/5266
https://github.com/genodelabs/genode/issues/5268
https://github.com/genodelabs/genode/issues/5276

I am curious if it is possible to use SVG rendering instead of pixel rasterizing for Icons? It would mean that we could have a single universal icon file that could be scaled and oriented/rotated without having to make several rasterized file copies of the same SVG icon for a particular resolution, scale and orientation/rotation. There are so many different screen formats and resolutions now from smart watches, phone screens to large high dpi desktop screens and TV's.
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