Animated avatars support / Change CustomChat.FetchUserAvatarURL to use HTML instead of XML#48
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AFAIK ever since Awesomium was replaced by Chromium, both branches have parity now. I've heard that native Linux main branch still has Awesomium, but in my experience the game does not launch in that branch, so people end up using GModPatchTool to use Chromium anyways |
Yeah, although given that we don't have to parse or render the HTML, it's not that big of a deal. Besides, you'd be surprised about how fast |
So far, the largest animated profile images I've seen are at most 5 MB. Not much, but certainly a lot more than the static, lower res ones. I think Custom Chat could show the animated avatars by the default, but a cvar to show static images only wouldn't hurt |
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You could make it so it downloads the animated pfps and stores them to the data folder as they dont change anyways, having some kind of pfp storage would honestly be pretty useful i think, every time a pfp is used just bump the file.Time of the file and on start clear all files that are older than 7 days very out of scope for this PR but it'd help with any downloading concerns |
The only way to retrieve gif avatars seems to be by fetching them from player's profile HTML.
Since HTML contains much more content needs to be downloaded in compare to XML, and the retrieved avatar is always in full size, this might be better controlled by a console variable?
And to be honest, I'm not sure if there are any pitfalls with Chromium-related stuff, but it seems working both on main and x86-64 branches.