of the binary releases. [rebuild]
Handle this special case in the city picker UI, prompting the player to
do the extra download. NOT yet handling the same for the community
proposal screen -- player will just see a missing file error.
mark random people as highlighted when background traffic is active for
actdev. #539
This changes the unzoomed rendering to "fade out" unhighlighted people.
Next up, similar change for zoomed, info panels, and trip tables.
- Always draw traffic signal stage numbers as white, even in day mode
- Always draw loading screen text as white, in any theme
- Double the scrollbar thickness from 4px to 8px (still way thinner than
the original design)
[rebuild] [release]
Apparently we had two different ways of styling inner panels - compare
the info panels with the settings panel.
I intentionally consolidated to a single style, since that's where we
want to be but it made the info panel contrast to low. For now I'm
preferring to use the legacy "info-panel" style for inner panels
everywhere, meaning we'll temporarily lose the cute section backgrounds
in the day-theme settings panel, but retain legibility everywhere.
Button colors are now determined by the color scheme, but for now all
schemes are hardcoded to use the same "night" button colors. Read on for
rationale...
Previously, which button colors to use (dark/light) was specified inline
while building the UI.
Eventually we want to live in a world where color scheme determines:
- panel colors
- button colors
- text colors
The theme could already choose panel colors easily enough, but because
the buttons and text were not determined by theme, choosing anything
other than a black or dark grey panel color makes the buttons and text
unreadable.
This PR tackled the themeable "button colors" portion, but all themes
continue to use the "night" colors for now, because using the actual
"day" colors would still make the text unreadable.
next up: themeable text!
The one intentional regression is within the pregame tutorial,
which has always been styled differently from the rest of the app. An
expeditious hack has caused the prev/next/continue buttons to lose their
visible hover state. I'll restore this upon completing the day theme
work.
City names are now disambiguated by a two-letter country code. This
commit handles almost everything needed to make this transition. Main
next steps are fixing up map edits automatically and making the city
picker UI understand the extra level of hierarchy.
A little bit of fallout: lakeslice gridlocks again; this regression is
actually from the recent traffic signal changes, but I'm just now
regenerating everything. Will fix soon.
use the site name as the city, instead of picking the "closest" major
city. This is introducing too much friction in automation.
cyipt/actdev#65
There will be a few awkward results -- cambridge gets renamed, and lcid
gets disassociated from leeds. Worth it for now.
The Xi'an map isn't being regularly used, and it has some issues
(boundary is too large, OSM is missing buildings in most of the area).
The zcool font enables Chinese characters to render, but costs 6MB in
the binary files, slowing down wasm loading time. Eventually, we can
support async loading fonts and passing them to widgetry when loading a
map requiring them. For now, cutting down wasm size is a bigger
priority.
game wasm from 18MB to 12MB. Not bad!
Even though we *usually* want these hotkeys for next/prev, sometimes we
don't, and the damage of forgetting to add them to a new pager is less
than the damage done if we forget to remove them and clobber something
important like the speedup/slowdown controls.
This was all done by search/replace, and should not affect
functionality.
Goals:
- be consistent with the figma terminology.
- consistently order:
"btn_{solid|outline|plain}_{dark|light}_{text|image|dropdown|back|etc}"
Originally, the intention of the deleted calls was to not interrupt
Timer progress bars with warnings. But the output of things like the
importer is impossible to read anyway. Strongly considering explicitly
sending logs and timing info to separate places and using something like
multitail for live progress.
Unplumb timer from LOADS of places that just needed it for logging.
In case I have to revisit, here's the regex I used:
Btn::text_bg2\(([^)]*)\)*.build_def\(ctx, ([^()]*)\)
ctx.style().btn_primary_dark_text($1).hotkey($2).build_def(ctx)
And something like this for the "no hotkey" case
Btn::text_bg2\(([^)]*)\)*.build_def\(ctx, None\)
ctx.style().btn_primary_dark_text($1).build_def(ctx)