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hugoattal avatar hugoattal commented on July 21, 2024

I started, but that's hell of a work... This will come later...

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hugoattal avatar hugoattal commented on July 21, 2024

(Ok, an experimental and uncompleted version will come in 1.4)

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stardast132 avatar stardast132 commented on July 21, 2024

it will be separate won't it

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hugoattal avatar hugoattal commented on July 21, 2024

@stardast132 Hum, what do you mean 🤔?

I intended to have a setting with 2 options:

  • "Dark Theme" (as it is now)
  • and "Light Theme"

For now, it's available under the "Theme Light" setting, but it's highly experimental and not really working.

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stardast132 avatar stardast132 commented on July 21, 2024

Is it going to be in a separate thing in the marketplace like the electric nodes?

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hugoattal avatar hugoattal commented on July 21, 2024

@stardast132 Hum, I don't think so, it will only be an update of Darker Nodes 🤔. So people won't have to buy both.

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stardast132 avatar stardast132 commented on July 21, 2024

@stardast132 Hum, I don't think so, it will only be an update of Darker Nodes 🤔. So people won't have to buy both.

Thanks! is good to know

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hugoattal avatar hugoattal commented on July 21, 2024

This is becoming almost usable 😛!

image

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hugoattal avatar hugoattal commented on July 21, 2024

Weird to see blueprints that way 🤔...
image

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hugoattal avatar hugoattal commented on July 21, 2024

Ok, so, for it to work, I need to hotpatch functions like this (in SSceneOutliner.cpp, line 3838) that hardcode some colors

FSlateColor SSceneOutliner::GetFilterStatusTextColor() const

(also STextBlock::SetColorAndOpacity)

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hugoattal avatar hugoattal commented on July 21, 2024

It should work a bit better on UE5

image

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