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Migration from libRocket to RmlUi modified the appearance of progress bars
Those are difference between libRocket and RmlUi, not between 0.53.1's RmlUi and RmlUi master (not introduced by https://github.com/Unvanquished/Unvanquished/pull/2027 ).
On 0.52.1 and before, the progress bar of deconstruction/lucifer cannon/mantis dash/dragoon pounce was coloured.
On 0.53.0 and after, the progress bar is pure white.
Unvanquished ≤ 0.52.1 on libRocket
Unvanquished ≥ 0.53.0 on RmlUi
The progress bar being colored was probably a side effect of:
- https://github.com/Unvanquished/libRocket/issues/7
But it may have been kept on purpose and we may want to reproduce the effect on purpose.
In the same way people asked to dim a bit the map load screen as they considered the side effect of the bug to be useful:
- https://github.com/Unvanquished/Unvanquished/issues/1834
I like the human progress bar being colored like the team and I always thought it was on purpose.
The alien progress bar being colored like humans is probably a bug due to reusing the same stuff.
Probably a trivial rcss change.
So, I'm not sure how it worked pre-rmlui, but I don't see any coloring done. Perhaps the progress bars would inherit the colors from the parent elements?
Actually, that can't be it, because hud_chargebar is it's own thing. Maybe those chargebars outdated the RmlUI
That might have been the color: property being accidentally used as image-color (a libRocket bug)
Yes:
The progress bar being colored was probably a side effect of:
- https://github.com/Unvanquished/libRocket/issues/7
But it may have been kept on purpose and we may want to reproduce the effect on purpose.
In the same way people asked to dim a bit the map load screen as they considered the side effect of the bug to be useful […] I like the human progress bar being colored like the team and I always thought it was on purpose.
Fixing this would probably mean getting the team in ui/hud_chargebar.rml, but to be honest I'm not sure how. I guess one could write some lua and check the p_team
cvar (or p_teamname
) and add an alien or human class to the
Fixing this would probably mean getting the team in ui/hud_chargebar.rml, but to be honest I'm not sure how. I guess one could write some lua and check the
p_team
cvar (orp_teamname
) and add an alien or human class to the tag, but I'm not sure how to do that and keep it updated.
Why would you need to do something fancy like that? You can put different CSS for the progressbar in the human and alien HUD documents.
You can put different CSS for the progressbar in the human and alien HUD documents.
The ui/hud_chargebar.rml is shared, so I must say I didn't try, but I expect that a document will not be affected by other document's styles. Will check later
Le 3 septembre 2022 17:47:12 GMT+02:00, slipher @.***> a écrit :
Fixing this would probably mean getting the team in ui/hud_chargebar.rml, but to be honest I'm not sure how. I guess one could write some lua and check the
p_team
cvar (orp_teamname
) and add an alien or human class to the tag, but I'm not sure how to do that and keep it updated.Why would you need to do something fancy like that? You can put different CSS for the progressbar in the human and alien HUD documents.
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gentle bump
Moving to 0.55. I don't think this is really that big of a deal anyways. I think this was a change that worked just OK.
I think a real issue would be: make charge bars blue for humans and red for aliens.