added first article

This commit is contained in:
Luca 2024-10-18 13:57:12 +02:00
parent 16fe9bd093
commit 41ef0be7f9
19 changed files with 641 additions and 29 deletions

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_includes/_header.njk Normal file
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<!-- Header for now -->
<header class="header">
<h1>runtimefee.lol</h1>
</header>

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---
title: runtimefee.lol
---
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<link rel="stylesheet" href="/css/index.css" />
<title>{{ title }}</title>
</head>
<body>
{{ content | safe }}
</body>
</html>

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<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<link rel="stylesheet" href="/css/index.css" />
<link rel="stylesheet" href="/css/bundle.css" />
<title>{{ title }}</title>
</head>
<body>
{{ content | safe }}
{% include "_header.njk" %} {{ content | safe }}
</body>
</html>

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<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<link rel="stylesheet" href="/css/index.css" />
<title>Post: {{ title }}</title>
<link rel="stylesheet" href="/css/bundle.css" />
<title>runtimefee.lol - {{ title }}</title>
</head>
<body>
{% include "_header.njk" %}
<aside>Tags: {{ tags }}</aside>
<h1>{{ title }}</h1>
{{ content | safe }}
</body>
</html>

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export default {
tags: ["posts"],
type: "recommendation",
title: "UNTITLED",
layout: "layouts/post.njk",
date: "Created",
};

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---
title: Cool Starter Projects
tags: ["Godot", "Projects", "Game Engine"]
---
Some of the best projects to start your game dev journey!
<!-- excerpt -->
## Categories

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---
title: My first post
---
Hello World

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---
title: Recommended Godot Editor Settings
tags: ["Godot", "IDE", "Game Engine"]
---
The Editor defaults are good, but it can be better.
<!-- excerpt -->
The default Godot Editor has sensible defaults, but it isn't quite optimized for me.
Over the years working with the engine, I found various editor tweaks that make using the engine a little bit easier.
I will go through most of the editor settings and explain which settings I changed, what they are doing and how it makes working with Godot a bit easier.
## Accessing the Editor Settings
Let's start by changing the editor settings for the Engine. This will affect all projects opened with the Engine, which can or can not be what you want. So keep that in mind when changing a settings here.
To open the settings, open an empty or current project of yours and click on `Editor` and then `Editor Settings`. This will open a window containing all the settings you can change. Based on the scrollable list on the left side, the following sections of this article will represent the groups and specific values to change.
### `interface/editor/import_resources_when_unfocused`
This setting affects when the Godot Engine Editor will try to import new resources you dragged and dropped into the project folder. The default behaviour will only import resources when the editor window is focused. Turning this setting on can help when importing multiple large folders.
### `interface/inspector/default_color_picker_mode`
If you are used to a different color model than RGB, e.g. HSL/V which is probably easier to visualize you can change the default color picker mode here and also in which shape it will be, either squared or a circular shape.
### `interface/scene_tabs/display_close_button`
If you have multiple scene open it can be annoying wanting to close a specific one, as by default only the active scene has a "x" button next to the scene name.
### `interface/scene_tabs/show_script_button`
Similar as above, a scene can have a button to quickly open the script attached to the topmost node.
### `interface/scene_tabs/restore_scenes_on_load`
If you have many scenes open most of the time, saving this state on exit will make the project load slower on the next startup. You can disable that behaviour with this setting.
### `filesystem/external_programs/raster_image_editor`
You can change which program shall open when using the "Open in External Editor" context menu entry. This is very useful to quickly open a 3D model with [F3D](https://f3d.app) for example.
### `filesystem/directories/autoscan_project_path`
If you have a folder that contains all your Godot Projects, you can set the project managers main directory to that folder, allowing you to auto-scan all projects, e.g. if you downloaded a project from the internet. You can also set `filesystem/directories/default_project_path` so it uses the same path for convenience.
### `filesystem/file_dialog/show_hidden_files`
Simple setting: you can show hidden files like a .gitignore file or something else.
### `docks/scene_tree/start_create_dialog_fully_expanded`
This is a useful setting, expanding the `Create New Node` dialog fully, so no arrows need to be clicked. This is also useful if you are rather scrolling through the list to find your node you want to add.
### `text_editor/appearance/caret/caret_blink`
This setting stops the cursor from blinking. It can also save energy as the editor does not have to redraw the cursor blinking. The line you are in is already highlighted anyway so that's a good setting for a few minutes of extra battery life (hopefully).
### `text_editor/appearance/gutters/line_numbers_zero_padded`
Pads numbers with zeroes to keep them more consistent. If you have more than 100 lines of code, the very first line will have '001' as the line number instead of '1' e.g.
### `text_editor/appearance/gutters/show_info_gutter`
Displays small helper icons for overriden methods or signals.
### `text_editor/appearance/minimap/show_minimap`
The minimap is a feature in code editors that is useful for a nice visualization but I'm just not using it often enough to really be valulable. I rather use bookmarks to jump to specific code.
### `text_editor/appearance/whitespace/draw_tabs`
If you don't like the chevron symbols for tabs, you can disable them.
### `text_editor/appearance/whitespace/line_spacing`
The default line spacing is a bit too much for me. Changing this parameter can fit more code on the screen.
### `text_editor/behavior/navigation/scroll_past_end_of_file`
I don't like looking at the end of my display when I code. Being able to move the last lines to the center of the screen is much angenehmer and this setting enables this.
### `text_editor/behavior/indent/size`
The default tab size of 4 feels a bit too much for me, I set this to 2.
### `text_editor/behavior/files/trim_trailing_whitespace_on_save`
This setting removes unnecessary whitespace at the end of lines and makes version control less noisy.
### `text_editor/behavior/files/autosave_interval_secs`
You can specify an auto-save every `x` seconds if you want to. Pretty good when the editor or your PC crashes frequently to avoid data loss.
### `text_editor/completion/idle_parse_delay`
A very important setting I always change. When you stop typing, the editor waits 1.5 seconds to check the script for errors, which is too long for my liking.
### `text_editor/completion/code_complete_delay`
This setting is related to the previous setting and can show suggestions either quicker or slower.
### `run/output/always_clear_output_on_play`
This is good to know: You can stop the output window (e.g. your debug logs) from clearing when starting and stopping the project.
### `debugger/auto_switch_to_remote_scene_tree`
This is a very helpful setting and prevents an unnecessary click when debugging projects. It will open your remote scene tree automatically e.g. with all your autoload nodes or attached levels under your level manager that would not be visible otherwise.
## Recommended Godot Project Settings
The settings require the "Advanced Settings" toggle to be active. Keep in mind that the following settings will only apply for your currently opened project unlike the previous Editor settings.
### `debug/settings/stdout/print_fps`
You can print the FPS and GPU information into your terminal (via stdout), e.g. how long a frame took to render.
### `debug/file_logging/enable_file_logging`
You can enable logging into a file for easier access and without the need to copy it from the output panel.
### `debug/gdscript/warnings/untyped_declaration`
You can achieve type safety by setting this to either warn or, if you're really brave, to error. Fixing the "errors" is very rewarding though, as it will lead to perfomance increases.

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---
title: All Types of Textures Explained
tags: ["Textures"]
type: Tip
---
Are you confused why a texture needs so many different files and why they have so many different names?
<!-- excerpt -->
TODO

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---
layout: layouts/base.njk
layout: layouts/home.njk
permalink: /index.html
---
Hello Homepage
<div class="recent-posts-container">
{% for post in collections.posts %}
<div class="highlight-card">
<a href="{{ post.url }}">
<div class="highlight-card-header">
<span class="content-type {{post.data.type}}"
>{{post.data.type | capitalize }}</span
>
<span>{{ post.date | date }}</span>
</div>
<img src="{% generateThumbnail post.data.title %}" />
<h2 class="highlight-card-title">{{post.data.title}}</h2>
<p class="highlight-card-excerpt">{{ post.page.excerpt }}</p>
<button class="highlight-card-button">Read more</button>
</a>
</div>
{% endfor %}
</div>

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import { createNoise2D } from "simplex-noise";
import { createCanvas, ImageData } from "canvas";
import alea from "alea";
const SEED = "runtimefee.lol";
var log_once = false;
/** @param {import("@11ty/eleventy").UserConfig} eleventyConfig */
export default function (eleventyConfig) {
eleventyConfig.addPassthroughCopy({ "public/css/": "/css/" });
// Directory configs
eleventyConfig.setInputDirectory("content");
eleventyConfig.setIncludesDirectory("../_includes"); // relative to the input directory, therefore the ../
eleventyConfig.setDataDirectory("../_data"); // relative to the input directory, therefore the ../
eleventyConfig.setOutputDirectory("_site");
eleventyConfig.setFrontMatterParsingOptions({
excerpt: true,
// Optional, default is "---"
excerpt_separator: "<!-- excerpt -->",
});
// Custom date filter
eleventyConfig.addFilter("date", (dateObj) => {
return new Intl.DateTimeFormat("de-DE", {
day: "numeric",
month: "long",
year: "numeric",
}).format(dateObj);
});
eleventyConfig.addFilter("capitalize", function (value) {
return value.toUpperCase();
});
// generate a nice preview image for articles that don't have one
eleventyConfig.addShortcode("generateThumbnail", function (hash) {
return getThumbnailImage(hash);
});
// Collections
eleventyConfig.addCollection("posts", (collectionApi) => {
return collectionApi.getFilteredByTag("posts");
});
eleventyConfig.addPassthroughCopy({ "public/": "/" });
}
function getRandomFloat(min, max) {
return parseFloat((Math.random() * (max - min) + min).toFixed(2));
}
function getRandomPaletteValues() {
// Generate random arrays for a, b, c, and d
const a = [
getRandomFloat(0.5, 1.0),
getRandomFloat(0.5, 1.0),
getRandomFloat(0.5, 1.0),
];
const b = [
getRandomFloat(0.2, 0.8),
getRandomFloat(0.2, 0.8),
getRandomFloat(0.2, 0.8),
];
const c = [
getRandomFloat(0.0, 2.0),
getRandomFloat(0.0, 2.0),
getRandomFloat(0.0, 2.0),
];
const d = [
getRandomFloat(0.0, 1.0),
getRandomFloat(0.0, 1.0),
getRandomFloat(0.0, 1.0),
];
if (log_once == false) {
log_once = true;
//console.log({ a, b, c, d });
}
return { a, b, c, d };
}
function getPalette(t, a, b, c, d) {
const result = [];
for (let i = 0; i < 3; i++) {
// Apply the formula element-wise to each component of the vectors
result[i] =
255 * (a[i] + b[i] * Math.cos(2.0 * Math.PI * (c[i] * t + d[i])));
}
if (log_once == false) {
log_once = true;
//console.log(result);
}
return result;
}
function getThumbnailImage(hash) {
var width = 400;
var height = 400;
var rng = alea(SEED + hash);
var noise2D = createNoise2D(rng);
const canvas = createCanvas(width, height);
const ctx = canvas.getContext("2d");
const imageData = ctx.createImageData(width, height);
const paletteSettings = getRandomPaletteValues();
var dist = 0;
for (let x = 0; x < width; x++) {
for (let y = 0; y < height; y++) {
const value = noise2D(x / 50, y / 50);
var threshold = Math.floor((value + 1) * 128);
threshold = value > 0.2 ? 128 : 0;
const index = (x + y * width) * 4;
const dx = x - width / 2;
const dy = y - height / 2;
const distance = Math.sqrt(dx * dx + dy * dy); // Euclidean distance
// Normalize the distance to be between 0 and 1 (for a radial gradient effect)
const maxDistance = Math.sqrt(
((width / 2) * width) / 2 + ((height / 2) * height) / 2
);
const t = (distance / maxDistance) * 3.0 * Math.sin(dist);
dist += 0.00001;
const a = [0.5, 0.5, 0.5];
const b = [0.5, 0.5, 0.5];
const c = [1.0, 1.0, 1.0];
const d = [0.0, 0.1, 0.2];
const palette = getPalette(
t,
paletteSettings.a,
paletteSettings.b,
paletteSettings.c,
paletteSettings.d
);
if (threshold == 0) {
imageData.data[index] = palette[0] * 0.05; // Red
imageData.data[index + 1] = palette[1] * 0.09; // Green
imageData.data[index + 2] = palette[2] * 0.3; // Blue
imageData.data[index + 3] = 255; // Alpha
} else {
imageData.data[index] = palette[0]; // Red
imageData.data[index + 1] = palette[1]; // Green
imageData.data[index + 2] = palette[2]; // Blue
imageData.data[index + 3] = 255; // Alpha
}
}
}
ctx.putImageData(imageData, 0, 0);
return canvas.toDataURL("image/jpeg");
}

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"scripts": {
"serve": "npx @11ty/eleventy --serve",
"build": "npx @11ty/eleventy",
"deploy": "rsync -av _site/* server:/tmp/build-runtimefee/ && ssh server 'sudo cp -r /tmp/build-runtimefee/* ~/www/runtimefee.lol/'",
"test": "echo \"Error: no test specified\" && exit 1"
},
"keywords": [],
"author": "Luca Junge <LucaJunge@posteo.de> (https://luca-junge.de/)",
"license": "MIT",
"devDependencies": {
"@11ty/eleventy": "^3.0.0"
"@11ty/eleventy": "^3.0.0",
"alea": "^1.0.1",
"canvas": "^2.11.2",
"simplex-noise": "^4.0.3"
},
"type": "module"
}

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/* See https://codeberg.org/lucajunge/css-reset for details */
@import url(./reset.css);
/* Custom fonts */
@import url(./fonts.css);
:root {
--font-family: "Lilita One", -apple-system, system-ui, sans-serif;
--font-family-monospace: Consolas, Menlo, Monaco, Andale Mono WT, Andale Mono,
Lucida Console, Lucida Sans Typewriter, DejaVu Sans Mono,
Bitstream Vera Sans Mono, Liberation Mono, Nimbus Mono L, Courier New,
Courier, monospace;
}
:root {
--background-color: #363d4a;
--dark-background-color: hsl(219, 16%, 20%);
--accent-color: #70bafa;
--accent-red: #ffaaaa;
--accent-node3d: #ffaaaa;
--accent-green: #aaffaa;
--accent-control: #aaffaa;
--accent-blue: #aaaaff;
--accent-node2d: #aaaaff;
--accent-yellow: #ffffaa;
--aceent-purple: #c25bff;
--accent-media: #c25bff;
--white: #eeeeee;
--dark-white: #cccccc;
}
html,
body {
font-family: var(--font-family);
background-color: var(--background-color);
}
h1,
h2,
h3,
h4,
h5,
h6 {
color: var(--accent-color);
}
.header {
padding: 1rem;
background-color: var(--dark-background-color);
display: flex;
}
.recent-posts-container {
margin: 12px 12px;
display: flex;
justify-content: flex-start;
gap: 12px;
}
.highlight-card {
max-width: 24rem;
border-radius: 12px;
display: flex;
padding: 14px;
justify-content: stretch;
background-color: var(--dark-background-color);
}
.highlight-card-header {
display: flex;
column-gap: 10px;
justify-content: space-between;
padding-bottom: 8px;
}
.highlight-card img {
border-radius: 16px;
width: 100%;
height: 8rem;
object-fit: cover;
display: inline-block;
box-shadow: inset 0px 0px 32px 32px #000000;
}
.highlight-card a {
color: unset;
color: var(--white);
width: 100%;
text-decoration: none;
}
.highlight-card-button {
border-radius: 8px;
margin: 8px 0px 0px 0px;
padding: 4px 8px;
cursor: pointer;
background-color: var(--accent-color);
outline: none;
}
.content-type.article {
color: var(--accent-red);
}
.content-type.tip {
color: var(--accent-green);
}
.content-type.recommendation {
color: var(--accent-yellow);
}

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@font-face {
font-family: "Lilita One";
src: url("../fonts/lilita_one/LilitaOne-Regular.ttf") format("truetype");
font-weight: normal;
font-style: normal;
}

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*,*:after,*:before{box-sizing:border-box}*{margin:0;padding:0;font:inherit}html{color-scheme:dark light}body{margin:unset}body{min-height:100vh;min-height:100svh}picture,svg,video,canvas{display:block;max-inline-size:100%;max-width:100%;block-size:auto}img{font-style:italic;background-repeat:no-repeat;background-size:cover;shape-margin:1rem;max-width:100%;height:auto;vertical-align:middle}h1,h2,h3,h4,h5,h6{text-wrap:balance}p{max-width:75ch;text-wrap:pretty}@media (prefers-reduced-motion: reduce){*,*:before,*:after{animation-duration:.01ms!important;animation-iteration-count:1!important;transition-duration:.01ms!important;scroll-behavior:auto!important}}@media (prefers-reduced-motion: no-preference){:has(:target){scroll-behavior:smooth;scroll-padding-top:2rem}}html{hanging-punctuation:first last}

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Copyright (c) 2011 Juan Montoreano (juan@remolacha.biz),
with Reserved Font Name Lilita
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- Created with Inkscape (http://www.inkscape.org/) -->
<svg
width="1024"
height="1024"
viewBox="0 0 270.93334 270.93333"
version="1.1"
id="svg1"
inkscape:version="1.3.2 (091e20ef0f, 2023-11-25)"
sodipodi:docname="logo.svg"
inkscape:export-filename="logo.png"
inkscape:export-xdpi="48"
inkscape:export-ydpi="48"
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns="http://www.w3.org/2000/svg"
xmlns:svg="http://www.w3.org/2000/svg">
<sodipodi:namedview
id="namedview1"
pagecolor="#ffffff"
bordercolor="#000000"
borderopacity="0.25"
inkscape:showpageshadow="2"
inkscape:pageopacity="0.0"
inkscape:pagecheckerboard="0"
inkscape:deskcolor="#d1d1d1"
inkscape:document-units="mm"
inkscape:zoom="0.52916667"
inkscape:cx="478.11024"
inkscape:cy="600.94488"
inkscape:window-width="1536"
inkscape:window-height="808"
inkscape:window-x="0"
inkscape:window-y="0"
inkscape:window-maximized="1"
inkscape:current-layer="layer1" />
<defs
id="defs1" />
<g
inkscape:label="Layer 1"
inkscape:groupmode="layer"
id="layer1">
<rect
style="fill:#363d4a;fill-opacity:1;stroke-width:0.264583"
id="rect1"
width="270.93332"
height="270.93332"
x="0"
y="0"
sodipodi:insensitive="true" />
<text
xml:space="preserve"
style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-size:64.0507px;line-height:1;font-family:Comfortaa;-inkscape-font-specification:Comfortaa;fill:#c61f87;fill-opacity:1;stroke-width:0.252831"
x="136.10718"
y="88.997879"
id="text1"><tspan
style="font-style:normal;font-variant:normal;font-weight:bold;font-stretch:normal;font-size:64.0507px;line-height:1;font-family:Comfortaa;-inkscape-font-specification:'Comfortaa Bold';text-align:center;text-anchor:middle;fill:#c61f87;fill-opacity:1;stroke-width:0.252831"
x="136.10718"
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sodipodi:role="line"><tspan
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