#ffffff — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #ffffff, aggregated by home.social.
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idk who decided houses going up for sale have to be repainted #000000 and #FFFFFF but I’m coining the term “snoopyfication” for it.
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idk who decided houses going up for sale have to be repainted #000000 and #FFFFFF but I’m coining the term “snoopyfication” for it.
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idk who decided houses going up for sale have to be repainted #000000 and #FFFFFF but I’m coining the term “snoopyfication” for it.
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idk who decided houses going up for sale have to be repainted #000000 and #FFFFFF but I’m coining the term “snoopyfication” for it.
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idk who decided houses going up for sale have to be repainted #000000 and #FFFFFF but I’m coining the term “snoopyfication” for it.
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@samurro when you move the window to the edge, it shows a preview of where the window will be when it snaps to the edge
In 6.6.3 instead of semi-transparent grey, this preview is bright, opaque white. Like white white, #FFFFFF. As a result if you want to maximize the window by dragging it to the top edge, you get instant fullscreen flash of white
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@samurro when you move the window to the edge, it shows a preview of where the window will be when it snaps to the edge
In 6.6.3 instead of semi-transparent grey, this preview is bright, opaque white. Like white white, #FFFFFF. As a result if you want to maximize the window by dragging it to the top edge, you get instant fullscreen flash of white
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@samurro when you move the window to the edge, it shows a preview of where the window will be when it snaps to the edge
In 6.6.3 instead of semi-transparent grey, this preview is bright, opaque white. Like white white, #FFFFFF. As a result if you want to maximize the window by dragging it to the top edge, you get instant fullscreen flash of white
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@samurro when you move the window to the edge, it shows a preview of where the window will be when it snaps to the edge
In 6.6.3 instead of semi-transparent grey, this preview is bright, opaque white. Like white white, #FFFFFF. As a result if you want to maximize the window by dragging it to the top edge, you get instant fullscreen flash of white
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@trini if you're not that into CSS, and furthermore, into GTK-flavoured CSS, this might provide some helpful hints overall. This is how I'm configuring the battery widget to have a background colour for its status:
@keyframes blink { to { background-color: #ffffff; color: #000000; } } /* #battery.charging { background-color: #00ff00; color: #000000; } */ #battery:not(.charging):not(.full) { background-color: #ffffbb; color: #000000; } #battery.warning:not(.charging) { background-color: #ffd000; color: #000000; } /* Using steps() instead of linear as a timing function to limit cpu usage */ #battery.critical:not(.charging) { background-color: #ff0000; color: #ffffff; animation-name: blink; animation-duration: 0.5s; animation-timing-function: steps(12); animation-iteration-count: infinite; animation-direction: alternate; }The Styling wiki page may provide more hints, and the respective module wiki pages.
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@trini if you're not that into CSS, and furthermore, into GTK-flavoured CSS, this might provide some helpful hints overall. This is how I'm configuring the battery widget to have a background colour for its status:
@keyframes blink { to { background-color: #ffffff; color: #000000; } } /* #battery.charging { background-color: #00ff00; color: #000000; } */ #battery:not(.charging):not(.full) { background-color: #ffffbb; color: #000000; } #battery.warning:not(.charging) { background-color: #ffd000; color: #000000; } /* Using steps() instead of linear as a timing function to limit cpu usage */ #battery.critical:not(.charging) { background-color: #ff0000; color: #ffffff; animation-name: blink; animation-duration: 0.5s; animation-timing-function: steps(12); animation-iteration-count: infinite; animation-direction: alternate; }The Styling wiki page may provide more hints, and the respective module wiki pages.
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@trini if you're not that into CSS, and furthermore, into GTK-flavoured CSS, this might provide some helpful hints overall. This is how I'm configuring the battery widget to have a background colour for its status:
@keyframes blink { to { background-color: #ffffff; color: #000000; } } /* #battery.charging { background-color: #00ff00; color: #000000; } */ #battery:not(.charging):not(.full) { background-color: #ffffbb; color: #000000; } #battery.warning:not(.charging) { background-color: #ffd000; color: #000000; } /* Using steps() instead of linear as a timing function to limit cpu usage */ #battery.critical:not(.charging) { background-color: #ff0000; color: #ffffff; animation-name: blink; animation-duration: 0.5s; animation-timing-function: steps(12); animation-iteration-count: infinite; animation-direction: alternate; }The Styling wiki page may provide more hints, and the respective module wiki pages.
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@trini if you're not that into CSS, and furthermore, into GTK-flavoured CSS, this might provide some helpful hints overall. This is how I'm configuring the battery widget to have a background colour for its status:
@keyframes blink { to { background-color: #ffffff; color: #000000; } } /* #battery.charging { background-color: #00ff00; color: #000000; } */ #battery:not(.charging):not(.full) { background-color: #ffffbb; color: #000000; } #battery.warning:not(.charging) { background-color: #ffd000; color: #000000; } /* Using steps() instead of linear as a timing function to limit cpu usage */ #battery.critical:not(.charging) { background-color: #ff0000; color: #ffffff; animation-name: blink; animation-duration: 0.5s; animation-timing-function: steps(12); animation-iteration-count: infinite; animation-direction: alternate; }The Styling wiki page may provide more hints, and the respective module wiki pages.
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@trini if you're not that into CSS, and furthermore, into GTK-flavoured CSS, this might provide some helpful hints overall. This is how I'm configuring the battery widget to have a background colour for its status:
@keyframes blink { to { background-color: #ffffff; color: #000000; } } /* #battery.charging { background-color: #00ff00; color: #000000; } */ #battery:not(.charging):not(.full) { background-color: #ffffbb; color: #000000; } #battery.warning:not(.charging) { background-color: #ffd000; color: #000000; } /* Using steps() instead of linear as a timing function to limit cpu usage */ #battery.critical:not(.charging) { background-color: #ff0000; color: #ffffff; animation-name: blink; animation-duration: 0.5s; animation-timing-function: steps(12); animation-iteration-count: infinite; animation-direction: alternate; }The Styling wiki page may provide more hints, and the respective module wiki pages.
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I made a trans pride flag config for my GhosTTY icon (I was looking for another config setting, and found all the custom MacOS icon settings, and went to town. If you're ALSO a GhosTTY user and would like your very own little trans pride icon, here are the settings to put in your settings file:
macos-icon = custom-style
macos-icon-frame = chrome
macos-icon-ghost-color = #F5A9B8
macos-icon-screen-color = #5BCEFA, #5BCEFA, #F5A9B8, #ffffff, #F5A9B8, #5BCEFA, #5BCEFA -
I made a trans pride flag config for my GhosTTY icon (I was looking for another config setting, and found all the custom MacOS icon settings, and went to town. If you're ALSO a GhosTTY user and would like your very own little trans pride icon, here are the settings to put in your settings file:
macos-icon = custom-style
macos-icon-frame = chrome
macos-icon-ghost-color = #F5A9B8
macos-icon-screen-color = #5BCEFA, #5BCEFA, #F5A9B8, #ffffff, #F5A9B8, #5BCEFA, #5BCEFA -
I made a trans pride flag config for my GhosTTY icon (I was looking for another config setting, and found all the custom MacOS icon settings, and went to town. If you're ALSO a GhosTTY user and would like your very own little trans pride icon, here are the settings to put in your settings file:
macos-icon = custom-style
macos-icon-frame = chrome
macos-icon-ghost-color = #F5A9B8
macos-icon-screen-color = #5BCEFA, #5BCEFA, #F5A9B8, #ffffff, #F5A9B8, #5BCEFA, #5BCEFA -
I made a trans pride flag config for my GhosTTY icon (I was looking for another config setting, and found all the custom MacOS icon settings, and went to town. If you're ALSO a GhosTTY user and would like your very own little trans pride icon, here are the settings to put in your settings file:
macos-icon = custom-style
macos-icon-frame = chrome
macos-icon-ghost-color = #F5A9B8
macos-icon-screen-color = #5BCEFA, #5BCEFA, #F5A9B8, #ffffff, #F5A9B8, #5BCEFA, #5BCEFA -
I made a trans pride flag config for my GhosTTY icon (I was looking for another config setting, and found all the custom MacOS icon settings, and went to town. If you're ALSO a GhosTTY user and would like your very own little trans pride icon, here are the settings to put in your settings file:
macos-icon = custom-style
macos-icon-frame = chrome
macos-icon-ghost-color = #F5A9B8
macos-icon-screen-color = #5BCEFA, #5BCEFA, #F5A9B8, #ffffff, #F5A9B8, #5BCEFA, #5BCEFA -
am i the only one who thinks whitened, #FFFFFF looking teeth look really weird?
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am i the only one who thinks whitened, #FFFFFF looking teeth look really weird?
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am i the only one who thinks whitened, #FFFFFF looking teeth look really weird?
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am i the only one who thinks whitened, #FFFFFF looking teeth look really weird?
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Presumably a big part of this is because of a fundamental problem with the PQ brightness model.
PQ was defined by cinema people. Unlike everything else that I've ever worked with, its brightness levels are "display referred". That is, the standard actually says how bright (in nits) any specific gray value should be displayed. This makes perfect sense in dark theaters, but doesn't make any sense at all for most non-cinema uses. Imagine watching Youtube on your phone in bright sunlight or in bed at night, and having the screen be the same brightness in both cases, because that's what the standard (technically) requires.
Pretty much every other transfer function (Gamma, HLG, etc) is either explicitly or implicitly "scene referred". They tell you how bright the original scene was, and kinda leave it up to the display (and user's preferences) to determine how bright they should be displayed.
Practically speaking, though, pretty much everything that isn't in a theater ends up being displayed relative to a semi-standardized gray tone. Using SDR's "full white" (#ffffff in 8-bit color) as a reference point is usually easiest when doing HDR.
IIRC, PQ originally defined SDR white as 100 nits, and later moved to 203 nits. PQ was designed to be able to fit deep blacks up to a 10,000 nit white into a single 12-bit value without visible banding.
What I really want is a way to (reliably, compatibly) create image files that use Rec.2020 primary colors (because they're pretty close to the full range of human color vision) with the ability to show brighter highlights than SDR, but with a reasonable fallback for SDR displays. Practically speaking, there's no reason that Rec.2020 PQ *can't* do that, if you pretend that it's scene-referred just like everything else.
It just doesn't actually seem to work in practice today.
-
Presumably a big part of this is because of a fundamental problem with the PQ brightness model.
PQ was defined by cinema people. Unlike everything else that I've ever worked with, its brightness levels are "display referred". That is, the standard actually says how bright (in nits) any specific gray value should be displayed. This makes perfect sense in dark theaters, but doesn't make any sense at all for most non-cinema uses. Imagine watching Youtube on your phone in bright sunlight or in bed at night, and having the screen be the same brightness in both cases, because that's what the standard (technically) requires.
Pretty much every other transfer function (Gamma, HLG, etc) is either explicitly or implicitly "scene referred". They tell you how bright the original scene was, and kinda leave it up to the display (and user's preferences) to determine how bright they should be displayed.
Practically speaking, though, pretty much everything that isn't in a theater ends up being displayed relative to a semi-standardized gray tone. Using SDR's "full white" (#ffffff in 8-bit color) as a reference point is usually easiest when doing HDR.
IIRC, PQ originally defined SDR white as 100 nits, and later moved to 203 nits. PQ was designed to be able to fit deep blacks up to a 10,000 nit white into a single 12-bit value without visible banding.
What I really want is a way to (reliably, compatibly) create image files that use Rec.2020 primary colors (because they're pretty close to the full range of human color vision) with the ability to show brighter highlights than SDR, but with a reasonable fallback for SDR displays. Practically speaking, there's no reason that Rec.2020 PQ *can't* do that, if you pretend that it's scene-referred just like everything else.
It just doesn't actually seem to work in practice today.
-
Presumably a big part of this is because of a fundamental problem with the PQ brightness model.
PQ was defined by cinema people. Unlike everything else that I've ever worked with, its brightness levels are "display referred". That is, the standard actually says how bright (in nits) any specific gray value should be displayed. This makes perfect sense in dark theaters, but doesn't make any sense at all for most non-cinema uses. Imagine watching Youtube on your phone in bright sunlight or in bed at night, and having the screen be the same brightness in both cases, because that's what the standard (technically) requires.
Pretty much every other transfer function (Gamma, HLG, etc) is either explicitly or implicitly "scene referred". They tell you how bright the original scene was, and kinda leave it up to the display (and user's preferences) to determine how bright they should be displayed.
Practically speaking, though, pretty much everything that isn't in a theater ends up being displayed relative to a semi-standardized gray tone. Using SDR's "full white" (#ffffff in 8-bit color) as a reference point is usually easiest when doing HDR.
IIRC, PQ originally defined SDR white as 100 nits, and later moved to 203 nits. PQ was designed to be able to fit deep blacks up to a 10,000 nit white into a single 12-bit value without visible banding.
What I really want is a way to (reliably, compatibly) create image files that use Rec.2020 primary colors (because they're pretty close to the full range of human color vision) with the ability to show brighter highlights than SDR, but with a reasonable fallback for SDR displays. Practically speaking, there's no reason that Rec.2020 PQ *can't* do that, if you pretend that it's scene-referred just like everything else.
It just doesn't actually seem to work in practice today.
-
Presumably a big part of this is because of a fundamental problem with the PQ brightness model.
PQ was defined by cinema people. Unlike everything else that I've ever worked with, its brightness levels are "display referred". That is, the standard actually says how bright (in nits) any specific gray value should be displayed. This makes perfect sense in dark theaters, but doesn't make any sense at all for most non-cinema uses. Imagine watching Youtube on your phone in bright sunlight or in bed at night, and having the screen be the same brightness in both cases, because that's what the standard (technically) requires.
Pretty much every other transfer function (Gamma, HLG, etc) is either explicitly or implicitly "scene referred". They tell you how bright the original scene was, and kinda leave it up to the display (and user's preferences) to determine how bright they should be displayed.
Practically speaking, though, pretty much everything that isn't in a theater ends up being displayed relative to a semi-standardized gray tone. Using SDR's "full white" (#ffffff in 8-bit color) as a reference point is usually easiest when doing HDR.
IIRC, PQ originally defined SDR white as 100 nits, and later moved to 203 nits. PQ was designed to be able to fit deep blacks up to a 10,000 nit white into a single 12-bit value without visible banding.
What I really want is a way to (reliably, compatibly) create image files that use Rec.2020 primary colors (because they're pretty close to the full range of human color vision) with the ability to show brighter highlights than SDR, but with a reasonable fallback for SDR displays. Practically speaking, there's no reason that Rec.2020 PQ *can't* do that, if you pretend that it's scene-referred just like everything else.
It just doesn't actually seem to work in practice today.
-
Presumably a big part of this is because of a fundamental problem with the PQ brightness model.
PQ was defined by cinema people. Unlike everything else that I've ever worked with, its brightness levels are "display referred". That is, the standard actually says how bright (in nits) any specific gray value should be displayed. This makes perfect sense in dark theaters, but doesn't make any sense at all for most non-cinema uses. Imagine watching Youtube on your phone in bright sunlight or in bed at night, and having the screen be the same brightness in both cases, because that's what the standard (technically) requires.
Pretty much every other transfer function (Gamma, HLG, etc) is either explicitly or implicitly "scene referred". They tell you how bright the original scene was, and kinda leave it up to the display (and user's preferences) to determine how bright they should be displayed.
Practically speaking, though, pretty much everything that isn't in a theater ends up being displayed relative to a semi-standardized gray tone. Using SDR's "full white" (#ffffff in 8-bit color) as a reference point is usually easiest when doing HDR.
IIRC, PQ originally defined SDR white as 100 nits, and later moved to 203 nits. PQ was designed to be able to fit deep blacks up to a 10,000 nit white into a single 12-bit value without visible banding.
What I really want is a way to (reliably, compatibly) create image files that use Rec.2020 primary colors (because they're pretty close to the full range of human color vision) with the ability to show brighter highlights than SDR, but with a reasonable fallback for SDR displays. Practically speaking, there's no reason that Rec.2020 PQ *can't* do that, if you pretend that it's scene-referred just like everything else.
It just doesn't actually seem to work in practice today.
-
@heliographe_studio hmm that's weird- I can't say I've seen that with gain map based images.
In theory, you should be able to get away with #ffffff being "normal" brightness if you're applying brightness as a secondary render command, but it's obviously not working properly.
There's way too many standards and hacks floating around right now, and I'm disappointed to see that at least in b1 of iOS 27, we are entering the 4th year in which a bug around HDR rendering still hasn't been fixed.
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@heliographe_studio hmm that's weird- I can't say I've seen that with gain map based images.
In theory, you should be able to get away with #ffffff being "normal" brightness if you're applying brightness as a secondary render command, but it's obviously not working properly.
There's way too many standards and hacks floating around right now, and I'm disappointed to see that at least in b1 of iOS 27, we are entering the 4th year in which a bug around HDR rendering still hasn't been fixed.
-
@heliographe_studio hmm that's weird- I can't say I've seen that with gain map based images.
In theory, you should be able to get away with #ffffff being "normal" brightness if you're applying brightness as a secondary render command, but it's obviously not working properly.
There's way too many standards and hacks floating around right now, and I'm disappointed to see that at least in b1 of iOS 27, we are entering the 4th year in which a bug around HDR rendering still hasn't been fixed.
-
@heliographe_studio hmm that's weird- I can't say I've seen that with gain map based images.
In theory, you should be able to get away with #ffffff being "normal" brightness if you're applying brightness as a secondary render command, but it's obviously not working properly.
There's way too many standards and hacks floating around right now, and I'm disappointed to see that at least in b1 of iOS 27, we are entering the 4th year in which a bug around HDR rendering still hasn't been fixed.
-
@heliographe_studio hmm that's weird- I can't say I've seen that with gain map based images.
In theory, you should be able to get away with #ffffff being "normal" brightness if you're applying brightness as a secondary render command, but it's obviously not working properly.
There's way too many standards and hacks floating around right now, and I'm disappointed to see that at least in b1 of iOS 27, we are entering the 4th year in which a bug around HDR rendering still hasn't been fixed.
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@cartertemm Isn't 7.0:1 equal to 7:1?
Below 7:1 (AAA level)
• Austin, Texas: #4F5B61 on #FFFFFF, 7.0:1
etc.
This add-on is very efficient BTW, love the idea. This in Firefox. -
@cartertemm Isn't 7.0:1 equal to 7:1?
Below 7:1 (AAA level)
• Austin, Texas: #4F5B61 on #FFFFFF, 7.0:1
etc.
This add-on is very efficient BTW, love the idea. This in Firefox. -
@cartertemm Isn't 7.0:1 equal to 7:1?
Below 7:1 (AAA level)
• Austin, Texas: #4F5B61 on #FFFFFF, 7.0:1
etc.
This add-on is very efficient BTW, love the idea. This in Firefox. -
@cartertemm Isn't 7.0:1 equal to 7:1?
Below 7:1 (AAA level)
• Austin, Texas: #4F5B61 on #FFFFFF, 7.0:1
etc.
This add-on is very efficient BTW, love the idea. This in Firefox. -
Using #1177bb interpolates the error-amount as you go from 0x0 to 0xF, linearly scaling along the way from #000000 to #FFFFFF.
Now, if you're actually doing this with color, there one might also take optical color perception into play (where linear interpolation at small numbers/dark-colors is less perceptible than with bright saturated colors).
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Using #1177bb interpolates the error-amount as you go from 0x0 to 0xF, linearly scaling along the way from #000000 to #FFFFFF.
Now, if you're actually doing this with color, there one might also take optical color perception into play (where linear interpolation at small numbers/dark-colors is less perceptible than with bright saturated colors).
-
Using #1177bb interpolates the error-amount as you go from 0x0 to 0xF, linearly scaling along the way from #000000 to #FFFFFF.
Now, if you're actually doing this with color, there one might also take optical color perception into play (where linear interpolation at small numbers/dark-colors is less perceptible than with bright saturated colors).
-
Using #1177bb interpolates the error-amount as you go from 0x0 to 0xF, linearly scaling along the way from #000000 to #FFFFFF.
Now, if you're actually doing this with color, there one might also take optical color perception into play (where linear interpolation at small numbers/dark-colors is less perceptible than with bright saturated colors).
-
Using #1177bb interpolates the error-amount as you go from 0x0 to 0xF, linearly scaling along the way from #000000 to #FFFFFF.
Now, if you're actually doing this with color, there one might also take optical color perception into play (where linear interpolation at small numbers/dark-colors is less perceptible than with bright saturated colors).
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Thank God Labour is keeping Britain safe by
*checks notes*
keeping Twitch streamer Hasan fucking Piker from entering the country
(Standing ovation by a large group of #FFFFFF males)
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Thank God Labour is keeping Britain safe by
*checks notes*
keeping Twitch streamer Hasan fucking Piker from entering the country
(Standing ovation by a large group of #FFFFFF males)
-
Thank God Labour is keeping Britain safe by
*checks notes*
keeping Twitch streamer Hasan fucking Piker from entering the country
(Standing ovation by a large group of #FFFFFF males)
-
Thank God Labour is keeping Britain safe by
*checks notes*
keeping Twitch streamer Hasan fucking Piker from entering the country
(Standing ovation by a large group of #FFFFFF males)
-
Thank God Labour is keeping Britain safe by
*checks notes*
keeping Twitch streamer Hasan fucking Piker from entering the country
(Standing ovation by a large group of #FFFFFF males)
-
we have added the ability to set pronouns in the server!
you can set custom pronouns of one color by using
/pronouns set white she/herfor the color you can use any hex color.
for gradients you write gradient first, then the list of colors for the gradient, then your pronouns
/pronouns set gradient #5BCEFA #F5A9B8 #FFFFFF #F5A9B8 #5BCEFA she/herfor trans gradient she/her pronouns
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we have added the ability to set pronouns in the server!
you can set custom pronouns of one color by using
/pronouns set white she/herfor the color you can use any hex color.
for gradients you write gradient first, then the list of colors for the gradient, then your pronouns
/pronouns set gradient #5BCEFA #F5A9B8 #FFFFFF #F5A9B8 #5BCEFA she/herfor trans gradient she/her pronouns
-
we have added the ability to set pronouns in the server!
you can set custom pronouns of one color by using
/pronouns set white she/herfor the color you can use any hex color.
for gradients you write gradient first, then the list of colors for the gradient, then your pronouns
/pronouns set gradient #5BCEFA #F5A9B8 #FFFFFF #F5A9B8 #5BCEFA she/herfor trans gradient she/her pronouns
-
we have added the ability to set pronouns in the server!
you can set custom pronouns of one color by using
/pronouns set white she/herfor the color you can use any hex color.
for gradients you write gradient first, then the list of colors for the gradient, then your pronouns
/pronouns set gradient #5BCEFA #F5A9B8 #FFFFFF #F5A9B8 #5BCEFA she/herfor trans gradient she/her pronouns
-
we have added the ability to set pronouns in the server!
you can set custom pronouns of one color by using
/pronouns set white she/herfor the color you can use any hex color.
for gradients you write gradient first, then the list of colors for the gradient, then your pronouns
/pronouns set gradient #5BCEFA #F5A9B8 #FFFFFF #F5A9B8 #5BCEFA she/herfor trans gradient she/her pronouns
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LUNE, hosu - crescent #FFFFFF
Azunta - JIBAE - Entry Sequence vol.1
SAEHARU - In the Dark -
LUNE, hosu - crescent #FFFFFF
Azunta - JIBAE - Entry Sequence vol.1
SAEHARU - In the Dark