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### Duplicates
- [X] I have searched the existing issues
### Latest version
- [X] I have tested the latest version
### Current behavior 😯
When using [global style overrides](https://mui.com/custo…
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```
change this code from:
for(int i = 0; i < 16; i++)
{
Vector3 color = set.color(i).xyz();
float d0 = colorDistance(palette[0], color);
float d1 = colorDistance(pal…
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### Learning Activities
- [x] Code Comments
- [x] HTML: References
- [x] CSS Selectors: Type, Universal, Class, ID
- [x] CSS Layout: Float
- [x] CSS Layout: Position
- [x] CSS Variables
- [x] E…
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I understand that having a custom texture for every material of every pattern is not really feasible, but every time I come across a mod that does overlays, it lacks luster when it comes to the use of…
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**Is your feature request related to a problem? Please describe.**
Should the colors and symbology used for TADA maps be consistent?
[TADA_ColorPalette()](https://usepa.github.io/TADA/reference/…
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Whether it's in v11.44 or v9.6 and wtv settings I try individually or any combination of settings in the .ini files and/or the GTA2_manage exe's configs.... or even with your FrontEndFix active on v9.…
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In the previous version, when a line or shape included text, the text color would match the shape color. I'm seeing a different behavior in the beta. Will there be different functionality in the futu…
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Pretty specific request here, but would it be possible to expose configuration options for the default red/blue/green colors? I would like to match them to color palettes I work with often.
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cf. .
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**Auto-coloring color pngs**
It would be very useful if GBstudio could auto-generate the necessary palettes and assign them to the tiles. It's challenging to make full color art that follows the Game…