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Thanks a lot! As always the man with the answers. :D

What about the line between tab-bar and nav-bar? I can't seem to manage to remove it...

LE: Ignore this. I saw Drifus's post later, fixed it know. Thanks Drifus!

You don't need to adjust the margin. A new background-image value was added to #TabsToolbar, that's the line you're seeing.

#TabsToolbar {
        background-image: none !important
}

Can someone please help me write a script that replace FF 4 "list all tabs" by "undo closed tab". Also, please help me to change firefox location toolbar and button color to white, inactive tab color is white, active tab color is firefox's inactive tab color. Thanks.

You don't need to adjust the margin. A new background-image value was added to #TabsToolbar, that's the line you're seeing.

#TabsToolbar {
        background-image: none !important
}

Change the margin may be needed in certain styles. Here I needed that. Without the negative margin, an empty line stands in place of the background, when in maximized mode.

Check my style please.

Drifus - Firefox 4 project - aero clean

By the way, double click to open a new tab no longer works with the tabs in the titlebar. Could you help me with this?

#navigator-toolbox > #TabsToolbar {
	-moz-binding: url("chrome://global/content/bindings/toolbar.xml#toolbar") !important;
}

Related bug:

https://bugzilla.mozilla.org/show_bug.cgi?id=575248

Change the margin may be needed in certain styles. Here I needed that. Without the negative margin, an empty line stands in place of the background, when in maximized mode.

Check my style please.

Drifus - Firefox 4 project - aero clean

By the way, double click to open a new tab no longer works with the tabs in the titlebar. Could you help me with this?

#navigator-toolbox > #TabsToolbar {
	-moz-binding: url("chrome://global/content/bindings/toolbar.xml#toolbar") !important;
}

Related bug:

1 - On you style (without your margin fix) that line is the 1px top margin of #nav-bar.. Set it and the bottom border of #TabsToolbar to 0 and it goes away. If you need that pixel use padding instead. Nice looking style BTW. :)

2- I don't have a solution for that. It works in a normal window, but not a maxmized one. Thank you, Mozilla. :hmmm:

How would I be able to glass or make transparent the navigational toolbar? Any ideas would be appreciated. Or just to change it to the color below:

colr.png

transparent:

#nav-bar { 
        background:none !important; 
        border-color: transparent !important
}

your colors:

#nav-bar{
        background-color: rgb(117, 203, 235) !important;
        background-image:none !important
}

your colors with opacity:

#nav-bar{
        background-color: rgba(117, 203, 235, 0.5) !important;
        background-image:none !important
}

So I'm currently using the following code to make the new tab page glassed

#appcontent,
#content > tabbox > tabpanels {
  background-color: transparent !important;
}

#main-window[stylish-url="about:blank"]:not([onclose="PrintUtils.exitPrintPreview(); return false;"]) #content browser{ 
opacity: 0 !important;
}

However, whenever I use any personas, they tend to look like this

Personas.png

Is there anything I can do so that the persona doesn't run into the tab?

you can either disable the persona on that tab:

#main-window[stylish-url="about:blank"][lightweightthemes="true"] {
background: none !important;
}

or

you can move the background image up so that it's bottom justified with the bottom-most toolbar:

#main-window[stylish-url="about:blank"][lightweightthemes="true"] {
background-color: transparent !important;
background-position: 100% -24.5% !important;
}

or if you can get the url to the background-image of your persona you can do it like this:

#main-window[stylish-url="about:blank"][lightweightthemes="true"] {
background: none !important;
}

#main-window[stylish-url="about:blank"][lightweightthemes="true"] #navigator-toolbox  {
background-image: url("http://www.getpersonas.com/static/1/8/5918/1232849758499.jpg")!important;
background-position: 100% 3.5% !important;
}

Other than that I don't have a solution. I'm open to suggestions though.

I appreciate the speedy response foxxyn8! I tried them out, but they don't quite achieve what I was hoping.

It seems like this may not be solved by a simple Stylish code segment, which is a shame, cause I really like some of these personas, but I also love having a completely glassed about:blank

I also noticed that on Vista, the image repeats over and over unlike on 7, so there's no glass at all.

1 - On you style (without your margin fix) that line is the 1px top margin of #nav-bar.. Set it and the bottom border of #TabsToolbar to 0 and it goes away. If you need that pixel use padding instead. Nice looking style BTW. :)

2- I don't have a solution for that. It works in a normal window, but not a maxmized one. Thank you, Mozilla. :hmmm:

Thanks foxxyn8.

1- But without that margin at the nav-bar, the tabs are 1 pixel overlapped with it. Because I removed the border-top of the nav-bar.

Padding-top in the nav-bar or padding-bottom in the tabbar not fix that space here.

2 - This is a funny bug. I looked at all .js. .xul .css in omni. Nothing can give me some clue.

O.K.! Working!

You did something for Identity Box while using S4E? Looking a bit out of the box... Site & Fav icons always disabled.

I use the latest MineField version. It isn't FireFox beta 6 btw. Just made it look like.

What colors are you using for the toolbar and tabs? Can you share your script?

I would also like to know how to change the bookmark folder icons.

http://userstyles.org/styles/44045?r=1297542182

The above style is a Tribute to Foxxny8 for all of the help that he has shown me and this community. Great Job Foxxy!

th_thapplause.gif

Thanks, Gary! That looks pretty cool.

:D

Thanks foxxyn8.

1- But without that margin at the nav-bar, the tabs are 1 pixel overlapped with it. Because I removed the border-top of the nav-bar.

Padding-top in the nav-bar or padding-bottom in the tabbar not fix that space here.

2 - This is a funny bug. I looked at all .js. .xul .css in omni. Nothing can give me some clue.

This is what I see with a 1px margin-top for the navbar and a 0px margin-bottom for the tab bar:

post-350326-0-94336800-1297579131.png

And this is with a 0px margin-top for navbar and 0px margin-bottom for tabbar

post-350326-0-45772800-1297579236.png

I don't see any overlap

foxxyn8, I can't get this to work.Bookmarks toolbar does not autohide. Using ff4beta11.

http://userstyles.org/styles/43656

Try reducing or removing -moz-transition-delay property of #navigator-toolbox:not([customizing]) #PersonalToolbar

This is what I see with a 1px margin-top for the navbar and a 0px margin-bottom for the tab bar:

post-350326-0-94336800-1297579131.png

And this is with a 0px margin-top for navbar and 0px margin-bottom for tabbar

post-350326-0-45772800-1297579236.png

I don't see any overlap

I needed that negative margin in the nav-bar because there was this line overlapping on older trunks. In addition to fixing problems with tabs [pinned] only when it is alone (without other tabs), the icon appeared with 15px. Also because I use 21px height for the tabs.

But apparently, this trick is no longer necessary, and no longer fix the problem of the icon.

To fix the icon with 15px when in "tabs[pinned] alone"on lastest nightly build, I'm using something dirty to force 16 x 16px.

.tabbrowser-tab[pinned] {
         min-height: 24px !important;
}

Don't ask me how this works. It was by cut-and-try.

I needed that negative margin in the nav-bar because there was this line overlapping on older trunks. In addition to fixing problems with tabs [pinned] only when it is alone (without other tabs), the icon appeared with 15px. Also because I use 21px height for the tabs.

But apparently, this trick is no longer necessary, and no longer fix the problem of the icon.

To fix the icon with 15px when in "tabs[pinned] alone"on lastest nightly build, I'm using something dirty to force 16 x 16px.

.tabbrowser-tab[pinned] {
         min-height: 24px !important;
}

Don't ask me how this works. It was by cut-and-try.

I can tell you why it works:

Your tab height is 22px. The top border is 4px. The bottom border is 3px. 22px - 4px - 3px = 15px. That's all the space left allocated to the label and images.

When you increase its height to 23px you're giving it 16px for the label and images.

Borders of what?

Also, do you know if there are margins/padding inside tabs?

1).tabbrowser-tab as defined in browser.css:

 -moz-border-image: url(tabbrowser/tab.png) 4 5 3 6 / 4px 5px 3px 6px repeat stretch;

2) Domi shows that all margins and padding of .tabbrowser tabs and its children are 0. The exceptions are .tab-icon-image and .tab-throbber which have a right margin of 3px.

1).tabbrowser-tab as defined in browser.css:

 -moz-border-image: url(tabbrowser/tab.png) 4 5 3 6 / 4px 5px 3px 6px repeat stretch;

2) Domi shows that all margins and padding of .tabbrowser tabs and its children are 0. The exceptions are .tab-icon-image and .tab-throbber which have a right margin of 3px.

tab.png. You're right! I forgot this.

Thanks for the explanation.

Do you have a better approaching on how to deal with tabs fixed in 22px? Especially on the issue "pinned tabs"/"pinned tabs alone"

My apologies for excessive questions.

tab.png. You're right! I forgot this.

Thanks for the explanation.

Do you have a better approaching on how to deal with tabs fixed in 22px? Especially on the issue "pinned tabs"/"pinned tabs alone"

My apologies for excessive questions.

No apologies necessary.

I'll do some more investigating, but it looks like your approach is the only one working at the moment(at least if you're wanting to keep the 22px tab bar). I would however reduce the height to 23px since its the minimum necessary to keep a 16px icon. Then again I thought the 15px icon looked aesthetically better.

you did notice that it's all the tab icons; whether they're in pinned or normal tabs is irrelevant?

nice, thanks. btw, how can i make it non-transparent?

reduce the opacity timing at -moz-transition property for #navigator-toolbox:not([customizing]) #PersonalToolbar

Did not work :/

this is what happens when i hover on the address bar:

?di=16129764350613

It'll be better if it is non-transparent.

Here's what I use:

/*Bookmarks*/
#PersonalToolbar { 
position: fixed !important;
top:53px !important; 
left: 0 !important; 
right: 0 !important;
visibility: collapse !important;
-moz-transition: visibility .5s, opacity 1s ease !important;
}

#personal-bookmarks { 
width: 100% !important;
}

#nav-bar:hover ~ #PersonalToolbar,
#PersonalToolbar:hover {
background:rgba(0,0,0,.3);
visibility: visible !important;
opacity: 1;
-moz-transition: visibility !important;
-moz-transition-delay: .75s!important;

} 

Thanks foxxy

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    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. 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However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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