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it sets the frame opacity as the configured frame opacity only for unfocused windows, and 100% for the focused or force focused windows.
also uses the window's frame opacity to determine the shadow's opacity.
it would be a nice feature to have - and the new backend/renderer together seem to calculate damage correctly without any extra work (? - a few commits ago i needed to use a inactive-opacity and fading to workaround this).
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for awhile i've used a version of the following patch:
diff file
it sets the frame opacity as the configured frame opacity only for unfocused windows, and 100% for the focused or force focused windows.
also uses the window's frame opacity to determine the shadow's opacity.
it would be a nice feature to have - and the new backend/renderer together seem to calculate damage correctly without any extra work (? - a few commits ago i needed to use a inactive-opacity and fading to workaround this).
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