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feat: implement dark mode #1308
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Large CL that implements dark mode using mostly material 3's token system generated in monochrome with some site-specific additions
Amazing, love it!
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The diagram on https://pr1308-9c4b190---lit-dev-5ftespv5na-uc.a.run.app/docs/composition/component-composition/#passing-data-up-and-down-the-tree is difficult to see because it has a transparent background and black lines. |
Tests are gonna fail because of screenshots, but i think this might be good for another pass. Changed the Blue and due to this, I had to add a background to the active nav section on the top nav bar for contrast reasons I added the @sorvell Thanks for looking into it, here's my responses.
This is the default behavior on prod
Contrast should all be AA+ rated on this. I removed the dimmest one which was AA and turned h4's into the same color as h3 which is AAA rated.
Changed color PTAL
They should now with the color change. PTAL
I'll write one up after this lands depending on how our comms should be considered going forward |
ping for another review. All comments should have been addressed in some respect |
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Thanks for working on this! This looks good to me.
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LGTM
will happily address further suggestions in another PR |
Large CL that implements dark mode using mostly material 3's token system generated in monochrome with some site-specific additions. Some color refactors were necessary since they were either random magic colors or did not fit into the token system.
This Also adds reddot to the list of users.
Also there are some... color choices I had to make. The BG is very dark so that the tokens would match light and dark more more correctly. If I tried one-offing the tokens for light mode vs dark mode, there were lots of inconsistencies that looked bad in dark but good in light. So now we have quite contrasty blacks and saturated primary, lit blues around a lot of the site unfortunately