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The idea behind the list icon CSS filters was that they could be
adjusted in themes, but (1) that never happened and (2) even with colors
embedded in the SVG they can still be adjusted with the same mechanism.
In that light, embedding the colors in the SVG is the cleaner solution.
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A repeat of what I did with platform icons.
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Couldn't get fragment identifiers to work satisfyingly, so ended up
going back to old-fashioned CSS background-position. Oh well.
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I totally botched a few icons in the hopes that the differences won't be
too noticable when rendered at the tiny 16x16px. Poor Saturn logo lol.
General procedure I used:
- Manually remove clip paths and stroke- and fill-rule attributes that
don't appear to have a visible effect.
- Manually set the correct viewbox, adding a <g transform="scale(..)"> as
necessary and centering the rest in Inkscape.
- Look for path/node simplifications in Inkscape.
- Change xlink:href to regular href.
- Throw it through SVGO (I used scour before, but SVGO does a much
better job for sure).
- Some more fiddling here and there.
SVGO is great at optimizing away transforms in paths, but not so much
when there's other shapes or gradients. I converted some shapes into
paths and removed some gradients, but wasn't able to optimize all of
them.
General goal here, aside from saving a little bandwidth, is to normalize
the SVG so that these icons can be merged into a single sprite file. Not
quite sure how I'll do that yet though, perhaps fragment identifiers,
perhaps old-fashioned CSS background-position.
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Properly aligned this time.
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Colors by https://vndb.org/t950.984
The blacklist and dropped icons now have nearly the same color - I'll
have to take the blame for that as the icon never showed up before. :(
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Currently only added on VN listings in row view, but the goal is to add
this widget to other listings and pages as well. This should make it
easy to see whether a VN is on your list and to add/remove/edit your
list status.
The code is one of the messiest copy-paste jobs I've ever done. I'm
totally going to regret having to maintain this crap. But anyway, let's
first see how this UI is received.
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Removing old PNG icons, one by one.
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Removed some SVG properties that didn't do anything and inlined
properties that were pointlessly declared in CSS.
(I was experimenting with SVG sprite sheets, but not yet sure if that's
such a good idea)
The PS1 icon now looks a bit larger because the pixel dimensions didn't
match the aspect ratio of the icon, so it got cropped before.
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So it's less distracting.
The banners weren't very effective, either way.
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Still kind of experimental, let's see how people react.
Icons contributed by eacil. Some are colored versions based on the SVG
icons contributed by xy2, some are vectorized versions of old icons.
These retain much of the legibility of the old png icons by virtue of
not being monochrome. At least for the dark skins. I may experiment
later to see if the monochrome icons may be a solution for light skins,
now that I have the infrastructure in place anyway. Not sure I really
want to maintain two icon sets, though.
I used scour to optimize the SVGs for size, but they're still rather
less efficient than the combined PNG sprites. Maybe I'll use an SVG
merge trick later, but that tends to be less widely supported among
browsers.
Closes #30.
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Had been planning to use a more powerful preprocessor for CSS for a
while, so that I can also reorganize and clean up the CSS a bit. The
cleanup will come later, this is the first step to reorganize the build
system a bit and remove skingen.pl.
I moved all generated static assets to static/g/ (for _g_enerated),
including icons.png and js files. This simplifies management of
static/f/ and static/s/, which are fully in git.
Skins are now defined as sass files in css/skins/ with their images in
static/s/ using plain directory structure.
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>=100 votes
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Should improve page loading time, reduce server load and speed up CSS
generation by a totally insignificant amount.
I did run into some trouble with the removal of boxbg.png, because
apparently there was something magical about that image that made
browsers render it in a different color than the one specified upon
creation. I've adjusted the boxbg color of the 'angel' skin accordingly,
but other skins may also have a slight color difference with this
change. Some details are at http://s.blicky.net/19/colortest.html
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+ Automatically fetch other links from Wikidata
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I was getting tired of having to keep two branches up-to-date with the
latest developments, so decided to throw v3 into the same branch - just
different files (...which will get mostly rewritten again soon). The two
versions aren't very different in terms of dependencies, build system
and support code, so they can now properly share files. Added a section
to the README to avoid confusion.
This merge also makes it easier to quickly switch between the different
versions, which is handy for development. It's even possible to run both
at the same time, but my scripts use the same port so that needs a
workaround.
And it's amazing how often I break the Docker scripts.
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Icon created by fuukanou: https://vndb.org/t10665.49
File size reduced a bit further by removing metadata and using scour
Closes #3
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This might have broken the screenshot uploader on some crappy browsers,
but it's much cleaner than the old iframe hack. The ability to upload
multiple files in one go is also very convenient.
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It became a bit of a hassle to keep updating that file manually in Gimp.
This script performs surprisingly well for our set of icons.
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And added an update_2.23.sql file which now also includes the previously
added indices. Currently, this update file can be run as often as you
want, it doesn't make any noticable changes when you run it on a
database that has already been updated. (i.e. I can update the main site
without a new release)
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+ Fixed makefile
I haven't been able to properly test this yet as a bug[1] in PostgreSQL
9.0.4 is preventing me from editing release entries.
[1] http://archives.postgresql.org/pgsql-bugs/2011-08/msg00119.php
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As requested, http://vndb.org/t423
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Added a userid field in the skin config files, from which the credits
are loaded. Now I don't have to constantly update d7 for every language
when something changes in the skin files.
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