Shift is the logo, Guru is the icon, SchCotie is the mascot, and the difference
between them is not stylistic. An icon works once, at one size, in one state. A
mascot has to be able to *do* things -- confused, pleased, asleep, seen from
behind -- which is why it costs more and is drawn last. Written down because
this is exactly the kind of decision that gets re-derived badly.
Assets/ becomes docs/branding/, which also fixes two things:
* Filenames had spaces in them, so every reference needed quoting. They are
lowercase and hyphenated now.
* Assets/ held hand-written SVG and generated PNG in one directory, which is
the one rule docs/guides/layout.md states.
The guide records what was previously only in people's heads:
* The constraint everything answers to -- include/logo.h is a 128x128
single-channel coverage mask, so a mark has to survive as a solid shape in
one colour and be recognisable at 24 px. Colour is the last decision, never
the first.
* Guru's purple is load-bearing. PSOGM_BG #4B1D9A is deliberately not the
accent #7C5CFF, and theme.h's rule is that the full-bleed purple belongs
entirely to failure. If Guru appears in accent violet on a sticker, the deep
purple stops meaning "the machine stopped" -- and it is the only colour in
the system that means anything.
* Why shift-mask.svg is a separate file from shift.svg. mklogo.py reads ink as
(255 - luminance) * alpha, so tones survive as coverage and the relationship
inverts: darkest here is brightest on screen. Copying the violet fills would
light the object from below.
* Why a raster is committed beside its SVG. inkscape is not a build
prerequisite, so requiring a vector rasteriser would break the build on most
hosts for a file that changes about once a year.
* That the BSD daemon is copyrighted and SchCotie must be drawn from the
concept rather than from Beastie. A daemon is a Greek daimon and a Unix
background process; neither is ownable. The pitchfork, the sneakers and that
face are.
Format rule: SVG, or PNG at high resolution with no lossy compression, nothing
else. SVG is the source of truth for every mark and a raster is generated from
it, never edited.
include/logo.h regenerates byte-identical from the new path -- only the source
comment differs. The two old wordmark SVGs were deleted outside this session and
are left deleted; their PNGs are kept as superseded-*.png for reference.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VQ7Qx8E1q1M1bbCq8QLHS2
The old logo was a thin monoline wordmark in a ring, with a grey gradient. The
kernel draws include/logo.h as a 128x128 four-bit coverage mask, so hairlines at
that size go ragged, the ring spent most of the area on nothing, and at small
sizes the S read as a 5.
Three marks, because each depicts the thing it belongs to and so they stop
competing:
Shift three slabs, displaced. The layer diagram in
docs/architecture/README.md as a solid object, and the kernel's
name as a shape. Dimensional rather than flat -- the tradition
Paul Rand's NeXT cube belongs to, which is what the architecture
already claims as its model.
Uberblock the SchFS ring: twelve slots, one of them newest. Twelve so the
slots divide 360 exactly; an arbitrary count leaves a part slot
crammed against its neighbour where the ring closes. The newest
is marked by REACHING FURTHER OUT as well as by colour, because
colour is exactly what the coverage mask discards.
Guru the PSOGM face, drawn for reference. Not wired in: panic.c argues
for the ":(" on the grounds that it is "legible as a mood without
being a picture of anything", and Guru spends that. Worth deciding
on purpose.
mklogo.py reads ink as (255 - luminance) * alpha, so tones survive as *coverage*
rather than being flattened -- which means the old grey gradient was not
discarded, it was turned into partial transparency. It also inverts: darkest is
most ink, which the kernel draws brightest. The mask source is therefore a
separate greyscale file with the top slab darkest, or the object would be lit
from below. Two files sharing one geometry is a drift hazard and the desc in
both says so.
The splash gets it for free: ui_logo() shades per row with metal() and the
mask's own tones reinforce that gradient rather than fighting it, so the slabs
come out looking machined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VQ7Qx8E1q1M1bbCq8QLHS2