After quite a bit of subtle tweaking, it's become rather apparent that replicating SF's progress bars accomplishes nearly exactly the opposite of what we want.
The UI should make it immediately apparent when a vital is low, but progress bars are smaller and less visible the lower a value becomes.
Going forward I think it makes sense to use threshold based versions and move away from how SF does this everywhere, but this initial PR is just for vitals.
After quite a bit of subtle tweaking, it's become rather apparent that replicating SF's progress bars accomplishes nearly exactly the opposite of what we want.
The UI should make it immediately apparent when a vital is low, but progress bars are smaller and less visible the lower a value becomes.
Going forward I think it makes sense to use threshold based versions and move away from how SF does this everywhere, but this initial PR is just for vitals.
closes #88