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Optimize and tweak some SVGs, improve consistency between icons, and fix broken masks in light mode #82133
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OK I see, this isn't a complete fix, it only helps with the black border. I don't know about the other thing. |
I recompiled the current tip + this PR + cleared all Godot settings & caches |
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Tested locally (rebased on top of master
5ee9831), it works as expected.
@MewPurPur I would really appreciate if you didn't do that. These are completely different issues. I can't even be sure @Calinou checked this other part, since it was added last minute. It may also require further discussion. We could benefit from separate PRs and clearer titles/commit messages about what specifically is fixed about icons. |
Should I split off the negative space Panel icons? I think the rest don't warrant much discussion. Cali was also the one who suggested the hollow icons, so I doubt he missed this in his review. |
Yes, I think so. |
Yessir! |
Could you also amend the commit message? |
Thanks! |
Removes the 2D dark color. Adds a forced black color (similar to forced white) to use for shades, and replaces the uses of 2D dark with that. This is a more flexible solution, as it allows a shade effect to be used everywhere (our icons already extensively use transparency tricks to achieve the coloring they need)
Aside from this, I fixed some icons. The biggest are these few:
Which broke because I was using an
#ffffff
mask, but this gets converted into a dark color on light theme.But also others, and some tweaks too, like optimizations and standardizing viewport icons' widths.
Also, Helps with #82579