Currently we have a lot of unnecessary layers being created in the app,
which is extremely problematic on Windows when using Chrome, as it
deoptimises fonts rendering due to layers mismatch; chrome's algorithm
can't figure out if the layers won't resize or overlap so it creates a
lot of additional layers, which has a side effect of turning off
sub-pixel antialiasing on Windows.
This is a first step to improve the layering in the entire app.
This follows some polish time with a designer.
The placeholder text on the two panels was tracking up/down when the width was changed. This is fixed by adjusting some of the flexbox properties to center it more safely.
We also spent some time making the notifications panel more legible while we wait for the overhaul to land.
It's become obvious that these random floating points everywhere
are unwieldy. Now they're all in one place with some fairly logical
variable names which will help out in design->implementation phase.
Font size of the whole app would ideally be controlled by a single
value. This value is currently hard coded using the :root CSS selector.
It is the intention to make this value configurable within riot. In the
interim all font-sizes have been converted to rem by the simple process
of regex. Replacing px values with their equivalent rem values assuming
a font size of 15px and then rounded to three decimal places, which was
the base at the time of this transformation.
I'm expecting another commit cleaning up rem values but I thought it
best to leave that to review.
This commit doesn't address any scaling issues. I thought it better to
land this unwieldy, mechanical, invisible change before the others
otherwise the pr would be impossible to review thoroughly.
Removes one of the two places we use Velocity, so we're one step
closer to getting rid of it for good.
Should therefore fix the fact that Velocity is leaking data entries
and therefore <hr> elements.
Hopefully also makes the logic in getEventTiles incrementally simpler,
if still somwewhat byzantine.
These icons are based on Feather as the original source, but they have various
tweaks applied, such as stroke width, color, etc. Hopefully the tweaked name
makes this more obvious in the future.