1
0
Fork 0
mirror of https://github.com/Orama-Interactive/Pixelorama.git synced 2025-01-18 17:19:50 +00:00
Pixelorama/project.godot

907 lines
52 KiB
Plaintext
Raw Normal View History

2019-08-18 09:28:38 +00:00
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
config_version=5
2019-08-18 09:28:38 +00:00
[application]
config/name="Pixelorama"
config/description="Unleash your creativity with Pixelorama, a powerful and accessible open-source pixel art multitool. Whether you want to create sprites, tiles, animations, or just express yourself in the language of pixel art, this software will realize your pixel-perfect dreams with a vast toolbox of features."
2024-09-13 14:02:35 +00:00
config/version="v1.0.3-stable"
run/main_scene="res://src/Main.tscn"
2022-03-29 17:04:39 +00:00
config/use_custom_user_dir=true
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
config/custom_user_dir_name="pixelorama"
2024-08-16 10:40:24 +00:00
config/features=PackedStringArray("4.3")
2019-12-23 19:29:45 +00:00
run/low_processor_mode=true
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
boot_splash/bg_color=Color(0.145098, 0.145098, 0.164706, 1)
boot_splash/image="res://assets/graphics/splash.png"
boot_splash/use_filter=false
config/icon="res://assets/graphics/icons/icon.png"
config/macos_native_icon="res://assets/graphics/icons/icon.icns"
config/windows_native_icon="res://assets/graphics/icons/icon.ico"
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
config/ExtensionsAPI_Version=4
config/Pxo_Version=3
2019-08-18 09:28:38 +00:00
[audio]
driver/driver="Dummy"
2019-08-18 09:28:38 +00:00
[autoload]
Global="*res://src/Autoload/Global.gd"
Import="*res://src/Autoload/Import.gd"
OpenSave="*res://src/Autoload/OpenSave.gd"
DrawingAlgos="*res://src/Autoload/DrawingAlgos.gd"
Tools="*res://src/Autoload/Tools.gd"
Html5FileExchange="*res://src/Autoload/HTML5FileExchange.gd"
Export="*res://src/Autoload/Export.gd"
Palettes="*res://src/Autoload/Palettes.gd"
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
Keychain="*res://addons/keychain/Keychain.gd"
ExtensionsApi="*res://src/Autoload/ExtensionsApi.gd"
Themes="*res://src/Autoload/Themes.gd"
2019-08-18 09:28:38 +00:00
[debug]
gdscript/warnings/return_value_discarded=false
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
gdscript/warnings/narrowing_conversion=false
2019-08-18 09:28:38 +00:00
[display]
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
window/size/viewport_width=1280
window/size/viewport_height=720
window/per_pixel_transparency/allowed.android=false
window/per_pixel_transparency/allowed.web=false
[editor_plugins]
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
enabled=PackedStringArray("res://addons/aimg_io/plugin.cfg", "res://addons/dockable_container/plugin.cfg", "res://addons/keychain/plugin.cfg")
[importer_defaults]
texture={
"compress/bptc_ldr": 0,
"compress/hdr_mode": 0,
"compress/lossy_quality": 0.7,
"compress/mode": 0,
"compress/normal_map": 0,
"detect_3d": false,
"flags/anisotropic": false,
"flags/filter": false,
"flags/mipmaps": false,
"flags/repeat": 0,
"flags/srgb": 2,
"process/HDR_as_SRGB": false,
"process/fix_alpha_border": true,
"process/invert_color": false,
"process/premult_alpha": false,
"size_limit": 0,
"stream": false,
"svg/scale": 1.0
}
2019-08-18 09:28:38 +00:00
[input]
zoom_in={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null)
2024-08-16 10:40:24 +00:00
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":61,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194437,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2019-08-18 09:28:38 +00:00
}
zoom_out={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"canceled":false,"pressed":false,"double_click":false,"script":null)
2024-08-16 10:40:24 +00:00
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":45,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194435,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2019-08-18 09:28:38 +00:00
}
middle_mouse={
2019-08-18 09:28:38 +00:00
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":3,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
2019-08-18 09:28:38 +00:00
}
left_mouse={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
2019-08-18 09:28:38 +00:00
}
right_mouse={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":2,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
2019-08-18 09:28:38 +00:00
}
left_pencil_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":80,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2019-08-18 09:28:38 +00:00
}
right_pencil_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":80,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2019-08-18 09:28:38 +00:00
}
left_eraser_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":69,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2019-08-18 09:28:38 +00:00
}
right_eraser_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":69,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2019-08-18 09:28:38 +00:00
}
left_fill_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":66,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2019-08-18 09:28:38 +00:00
}
right_fill_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":66,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2019-08-18 09:28:38 +00:00
}
left_rectangle_select_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":82,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
right_rectangle_select_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":82,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
copy={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":67,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
2022-09-19 12:32:25 +00:00
cut={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":88,"physical_keycode":88,"key_label":88,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2022-09-19 12:32:25 +00:00
}
paste={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":86,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
2022-09-19 12:32:25 +00:00
paste_in_place={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":true,"shift_pressed":false,"pressed":false,"keycode":86,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2022-09-19 12:32:25 +00:00
}
delete={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194312,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2022-09-19 12:32:25 +00:00
}
left_shading_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":85,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
right_shading_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":85,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
toggle_fullscreen={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194342,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194309,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
left_colorpicker_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":79,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
right_colorpicker_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":79,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
shift={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194325,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
ctrl={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194326,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
pan={
2020-01-09 18:49:27 +00:00
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":3,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
2020-01-09 18:49:27 +00:00
}
2020-04-07 22:56:05 +00:00
new_file={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":78,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-04-07 22:56:05 +00:00
}
open_file={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":79,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-04-07 22:56:05 +00:00
}
save_file={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-04-07 22:56:05 +00:00
}
save_file_as={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":true,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-04-07 22:56:05 +00:00
}
export_file={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":69,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-04-07 22:56:05 +00:00
}
export_file_as={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":true,"pressed":false,"keycode":69,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-04-07 22:56:05 +00:00
}
quit={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":81,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-04-07 22:56:05 +00:00
}
undo={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":90,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-04-07 22:56:05 +00:00
}
redo={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":89,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":true,"pressed":false,"keycode":90,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-04-07 22:56:05 +00:00
}
show_grid={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":71,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-04-07 22:56:05 +00:00
}
show_rulers={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":82,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-04-07 22:56:05 +00:00
}
show_guides={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":70,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-04-07 22:56:05 +00:00
}
left_zoom_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":90,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
right_zoom_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":90,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
switch_colors={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":88,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
go_to_first_frame={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":4194317,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
go_to_last_frame={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":4194318,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
go_to_previous_frame={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
go_to_next_frame={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":4194321,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
play_backwards={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194335,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
play_forward={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194336,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
zen_mode={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194341,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
open_docs={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194332,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
mirror_view={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":77,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-12-23 18:41:42 +00:00
}
left_pan_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":77,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2020-12-23 18:41:42 +00:00
}
right_pan_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":77,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
show_pixel_grid={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":72,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
clear_selection={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":68,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
left_rectangletool_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
right_rectangletool_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
left_ellipsetool_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":67,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
right_ellipsetool_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":67,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 18:30:12 +00:00
}
left_move_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":84,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 18:30:12 +00:00
}
right_move_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":84,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 18:30:12 +00:00
}
select_all={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":65,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
New selection system (#474) * Basic move tool * Added marching ants effect on the selection borders * Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist - Create multiple selection rectangles - Merge them together if they intersect - Move the selections (without contents as of right now) - Gizmos are being drawn but they are not functional yet Code is very ugly. * Sort vectors counter-clockwise to be used as polygon borders I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere * More experiments I may or may not need Trying to generate a polygon from the individual selected pixels * Change default rectangle select behavior and ability to clip polygons using Control * Fix rectangle selection clipping * Split polygon into two with selection subtracting * Move selection with contents with the move tool Code is still a mess, don't bother looking. * Move some methods from SelectionShape.gd to Selection.gd The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow. * UndoRedo for border moving Nothing else in the selections system works properly in UndoRedo right now. Needs: - UR support for creating selections - UR support for modifying selections (merging and cutting selections together) - UR support for removing selection - UR support for moving content & for all the rest of the remaining features * Moving all of the selection shape logic to Selection.gd Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up. * Move tool works again Buggy and messy, of course. * Remove unneeded code and restore selection move undoredo logic * Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon. * UndoRedo support for creating, deleting, merging and clipping selections UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class. * Confirm & cancel selection movement, should support undoredo properly too Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too. * Mirror View affects selection * Restore Cut, Copy, Paste and Clear Selection Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too. * Created a new Select menu, which has Select All and Clear Selection as options Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons. * Draw gizmos as rectangles No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events. * Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts Still no functionality yet. * Restore label text * Minor optimization when clipping selections This will execute the for loop less times * Made a Gizmo class, cursor change on hover, has_focus = false on mouse click Now I should actually make them resize when dragged, aye? * Very basic gizmo resizing, still a WIP, does not work properly yet * Start replacing the array of selected pixels with a BitMap This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader Still commit is still a WIP, image effects and brushes may not work properly yet. Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation. * Selection works with mirror view * Draw a black rectangle when the user is making a rectangular selection After they release the mouse, the black rectangle becomes the selection * Make Selection.gd update when undoing/redoing * Fix brushes not working properly with non-rectangular selections * Added invert selection * Cache has_selection as a variable for a speedup * Fix conflict issues with the shape tools * Made the bitmap image squared so the marching ants effect will be the same on both dimensions There may be a better way to fix the issue, perhaps inside the shader itself. * Some optimizations to call selection_bitmap_changed() less times * Restored almost all of the image effects Left to do: - Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection. - Restore rotation - Resize bitmap on image resize - Remove the `pixels` array from the ImageEffect * Fix Selection.gd not updating when changing project * Resize the selection bitmap along with image resize * Restored rotation's old behavior and finally got rid of the selected_pixels array The rotation does not yet work properly with selections, but at least it now "works". * Resize selection too when using gizmos Left to do for gizmos: - Proper cancel transformation - Begin transformation (currently named move_content_start but it should be renamed to something more general) when resizing gizmos - Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss. - Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user. * Image and bitmap resizing now uses the original data and begin transformation on gizmo click No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel. * Cancel transformation now works properly when the selection has been resized * Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool * Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds Resizing currently does not work properly with negative (left & up) canvas boundaries * Flip image when resizing and the bounding rectangle gets flipped * Call move_content_confirm() when inverting selection * Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet) * Flip selection when resizing to negative bounding rectangle sizes And fix preview_image vertical flipping * Fix rotation so that it works (almost) properly with selections Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter * Experimental gizmo rotation - does not work properly yet Transforming the selection outside of the canvas is still broken. * Fix some issues with moving selection out of canvas bounds * Fix more issues with selection getting resized outside of canvas bounds * Update marching ants effect properly when switching between projects And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes * Made the rotation gizmo part of the gizmos array and resize them based on camera zoom * Remove unneeded parameter from move_bitmap_values() * Remove more unneeded parameters * Move the selection only if the cursor is above it and neither shift nor control are currently pressed * Gradient generation now works on non-rectangular selections Although this behavior might not be the intended one * Copy/paste marching ants effect offset Useful for when the selection is in negative coords * Fix issue with clear selection & UndoRedo * Restore the ability to move selection when it's in negative coords * Made the marching ants offset a Project variable This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords. * Made the "from current selection" palette preset work with the new selection system * Fix out of bounds error when using the rectangular select tool on negative coords * Some code cleanup * Comment out the rotation gizmo for now, since it does not work properly * Update marching ants shader params and gizmo sizes when the bitmap changes * Move some methods around in Selection.gd
2021-04-17 18:30:12 +00:00
}
invert_selection={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":73,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
left_color_select_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
right_color_select_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2021-04-20 12:53:16 +00:00
}
left_magic_wand_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":81,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2021-04-20 12:53:16 +00:00
}
right_magic_wand_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":81,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2021-04-23 20:47:42 +00:00
}
transformation_confirm={
2021-04-23 20:47:42 +00:00
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194309,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194310,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
2021-04-23 20:47:42 +00:00
}
transformation_cancel={
2021-04-23 20:47:42 +00:00
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194305,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
left_linetool_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":76,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
right_linetool_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":76,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
left_ellipse_select_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":89,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
right_ellipse_select_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":89,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
left_lasso_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":70,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
right_lasso_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":70,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
left_polygon_select_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":75,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
right_polygon_select_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":75,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
new_brush={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":66,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
moveable_panels={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194340,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
change_tool_mode={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194326,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
draw_create_line={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194325,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
draw_snap_angle={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194326,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
shape_perfect={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194325,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
shape_center={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194326,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
shape_displace={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194328,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
selection_add={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194325,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
selection_subtract={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194326,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
selection_intersect={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194326,"physical_keycode":4194326,"key_label":4194326,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":4194325,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
transform_snap_axis={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194325,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
transform_snap_grid={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194326,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
transform_move_selection_only={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194328,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
transform_copy_selection_content={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":true,"meta_pressed":false,"pressed":false,"keycode":4194328,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":4194328,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
draw_color_picker={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194328,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
camera_left={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":2,"axis_value":-1.0,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
camera_right={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194321,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":2,"axis_value":1.0,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
camera_up={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194320,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":3,"axis_value":-1.0,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
camera_down={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194322,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":3,"axis_value":1.0,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
Implement the Keychain Plugin (#700) * Start implementing the godot_better_input plugin * Update ShortcutEdit.gd * Load & save preset option * Add some groups and fix action events not being deleted on load * Add MenuInputAction class for multiple menu accelerators * Create a proper plugin and a BetterInput autoload * Update menu accelerators * Move settings to BetterInput * Move menu enums to Global, make more MenuInputActions * Add more menu events * Add new groups * Optimize BetterInput _input() method * Remove a lot of lines of code * Change some previous events, add ignore actions and a View menu group * Change update_item_accelerator to update_ui * Move MenuInputAction initialization to BetterInput.gd * Update hint tooltips when a shortcut changes Temporarily comment out some code regarding the configurable modifiers * Some MenuInputAction variable name changes * Add handle_input() to InputAction * Update the shortcuts of buttons * Fix shortcut selector menu position * Change plugin name into Keychain * Fix keyboard input dialog exiting when Enter or Space is being pressed * Add two more groups * Make groups folded by default * Temporarily make tool modifier shortcuts not configurable A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other. * Add license for Keychain * Fix issue where a key event would be added in other input types * Fix bug where the assigned state was not updated when the dialog appeared again * Update Main.tscn * Add a disabled line edit in keyboard shortcut selector to grab focus * Load presets in the Keychain autoload This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene. WARNING, this currently causes crashes if the menu items have no shortcut binded to them. * Move custom settings away from Keychain.gd To keep it the same as the upstream plugin * Change menu enum names * Made action_get_first_key() more general * Use arrays for menu items instead of dictionaries, fixes crash * Move moveable panels to Window menu * Format * Optimize hint tooltip updating * Add support for translations in Keychain * Translation changes * Made tool modifiers configurable Needs more testing. * Made camera arrow key movement configurable & joypad axis support This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level. The right joypad analog stick is configured to move the camera by default. * Rename presets into shortcut profiles, use Resources and let users create their own * [skip ci] Update addons README * Update Global.gd
2022-05-16 12:07:51 +00:00
}
move_mouse_left={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194442,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
move_mouse_right={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194444,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
move_mouse_up={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194446,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":11,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
move_mouse_down={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194440,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
activate_left_tool={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":9,"pressure":0.0,"pressed":false,"script":null)
]
}
activate_right_tool={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":2,"canceled":false,"pressed":false,"double_click":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":10,"pressure":0.0,"pressed":false,"script":null)
]
}
2022-05-20 21:50:39 +00:00
open_last_project={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":true,"pressed":false,"keycode":84,"physical_keycode":0,"key_label":0,"unicode":84,"location":0,"echo":false,"script":null)
]
2022-05-20 21:50:39 +00:00
}
preferences={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
2023-07-04 11:52:48 +00:00
resize_canvas={
2022-05-20 21:50:39 +00:00
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
2023-07-04 11:52:48 +00:00
offset_image={
2022-05-20 21:50:39 +00:00
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
2023-07-04 11:52:48 +00:00
scale_image={
2022-05-20 21:50:39 +00:00
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
crop_to_selection={
2022-05-20 21:50:39 +00:00
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
}
crop_to_content={
"deadzone": 0.5,
"events": []
2022-05-20 21:50:39 +00:00
}
mirror_image={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
rotate_image={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
invert_colors={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
desaturation={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
outline={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
drop_shadow={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
adjust_hsv={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
2024-08-05 19:16:25 +00:00
adjust_brightness_contrast={
"deadzone": 0.5,
"events": []
}
2022-05-20 21:50:39 +00:00
gradient={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
gradient_map={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
}
posterize={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
}
Implement layer effects (#940) * Basic logic for layer effects * Add an FX button and the ability to add effects, no way to remove or change properties of effects yet * Basic and ugly UI for adding and removing effects, no property changing yet * Swap effects * Fix preload shader paths * Change parameters for layer effects * Change gradient parameter in layer effect shaders, and other fixes * Use CollapsibleContainers for the shader properties * Set the correct gradient interpolation mode and color space in the UI * Make effects of group layers apply to children * Change `apply_fx` to `apply_effects`, formatting, some extra doc comments * Apply effects to other canvases, when merging layers and when exporting * Display humanized names of the shader unifrms * Some UI improvements to the LayerEffectsSettings * Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons * Change BaseLayer.apply_effects() to take a cel as a parameter instead * Make layer effect buttons be affected by the modulate icon color * Add option in the View menu whether layer effects are displayed in the canvas or not * Rename `apply_effects()` to `display_effects()` * Add translation strings * Add nearest filter to the gradient map * Don't change Main.tscn * Fix more translations * Change the default cursor shape of the generated UI elements of the layer effects * Add undo/redo and effect application (apply effect destructively) There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless. * Make layer effect application work on all cels
2023-11-21 23:06:25 +00:00
display_layer_effects={
"deadzone": 0.5,
"events": []
}
2022-05-20 21:50:39 +00:00
view_splash_screen={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
issue_tracker={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
open_editor_data_folder={
2022-05-20 21:50:39 +00:00
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
changelog={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
about_pixelorama={
"deadzone": 0.5,
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
"events": []
2022-05-20 21:50:39 +00:00
}
left_paint_selection_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":73,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
right_paint_selection_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":73,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
brush_size_increment={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
brush_size_decrement={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"button_mask":16,"position":Vector2(83, 19),"global_position":Vector2(87, 62),"factor":1.0,"button_index":5,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
new_layer={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194311,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
remove_layer={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":true,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194312,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
}
move_layer_up={
"deadzone": 0.5,
"events": []
}
move_layer_down={
"deadzone": 0.5,
"events": []
}
clone_layer={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":4194311,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
merge_down_layer={
"deadzone": 0.5,
"events": []
}
add_frame={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194311,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
remove_frame={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194312,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
}
clone_frame={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":true,"pressed":false,"keycode":4194311,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
]
}
move_frame_left={
"deadzone": 0.5,
"events": []
}
move_frame_right={
"deadzone": 0.5,
"events": []
}
reset_colors_default={
"deadzone": 0.5,
"events": []
}
horizontal_mirror={
"deadzone": 0.5,
"events": []
}
vertical_mirror={
"deadzone": 0.5,
"events": []
}
pixel_perfect={
"deadzone": 0.5,
"events": []
}
new_palette={
"deadzone": 0.5,
"events": []
}
edit_palette={
"deadzone": 0.5,
"events": []
}
onion_skinning_toggle={
"deadzone": 0.5,
"events": []
}
loop_toggle={
"deadzone": 0.5,
"events": []
}
onion_skinning_settings={
"deadzone": 0.5,
"events": []
}
Reference Image Improvements (#961) * Reference Image Updates * Fixed static typing Fixed static typing in "src\UI \ReferenceImages\ReferenceEditPanel.gd" Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd" * Tried fixing the static typing again Removed lambda functions for the confirmation dialog. Removed irrelevant print statement. * Tried fixing static typing again I think its fixed now * Changed Spacing * Fixed Trailing Whitespaces and tabs * Fixed Final Trailing Whitespace * Fixed styling and removed useless enum * Removed double tabs left over from previous commit * Fixed remove ConfirmDialog Showing on startusp * Tried Fixing gdlint issues * Fixed Linting * Fixed Spelling issues * Drag and drop to rearrange reference images Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support. Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created) Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel. Added some more translations. Remade ReferenceImageButton.tscn to allow for drag and drop Added drag highlight * Added Icons Added icons for the tools of the Reference Images * Applied the icons to the UI * Fix Scripting Issues * Fixed Linting * Rename Move.png to move.png * Update Canvas.gd * Updated the tooltips Also added the correct translations * Rename Select.png to select.png * Rename Select.png.import to select.png.import * Rename Move.png.import to move.png.import * Rename Rotate.png to rotate.png * Rename Rotate.png.import to rotate.png.import * Fixed import files * Rename Scale.png to scale.png * Rename Scale.png.import to scale.png.import * Added logic to update the reference panel when the project changes Also fixed visual bugs related to highlighting the current reference image. Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing) * Update Project.gd
2023-12-31 12:12:37 +00:00
reference_rotate={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Reference Image Improvements (#961) * Reference Image Updates * Fixed static typing Fixed static typing in "src\UI \ReferenceImages\ReferenceEditPanel.gd" Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd" * Tried fixing the static typing again Removed lambda functions for the confirmation dialog. Removed irrelevant print statement. * Tried fixing static typing again I think its fixed now * Changed Spacing * Fixed Trailing Whitespaces and tabs * Fixed Final Trailing Whitespace * Fixed styling and removed useless enum * Removed double tabs left over from previous commit * Fixed remove ConfirmDialog Showing on startusp * Tried Fixing gdlint issues * Fixed Linting * Fixed Spelling issues * Drag and drop to rearrange reference images Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support. Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created) Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel. Added some more translations. Remade ReferenceImageButton.tscn to allow for drag and drop Added drag highlight * Added Icons Added icons for the tools of the Reference Images * Applied the icons to the UI * Fix Scripting Issues * Fixed Linting * Rename Move.png to move.png * Update Canvas.gd * Updated the tooltips Also added the correct translations * Rename Select.png to select.png * Rename Select.png.import to select.png.import * Rename Move.png.import to move.png.import * Rename Rotate.png to rotate.png * Rename Rotate.png.import to rotate.png.import * Fixed import files * Rename Scale.png to scale.png * Rename Scale.png.import to scale.png.import * Added logic to update the reference panel when the project changes Also fixed visual bugs related to highlighting the current reference image. Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing) * Update Project.gd
2023-12-31 12:12:37 +00:00
]
}
reference_scale={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194328,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Reference Image Improvements (#961) * Reference Image Updates * Fixed static typing Fixed static typing in "src\UI \ReferenceImages\ReferenceEditPanel.gd" Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd" * Tried fixing the static typing again Removed lambda functions for the confirmation dialog. Removed irrelevant print statement. * Tried fixing static typing again I think its fixed now * Changed Spacing * Fixed Trailing Whitespaces and tabs * Fixed Final Trailing Whitespace * Fixed styling and removed useless enum * Removed double tabs left over from previous commit * Fixed remove ConfirmDialog Showing on startusp * Tried Fixing gdlint issues * Fixed Linting * Fixed Spelling issues * Drag and drop to rearrange reference images Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support. Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created) Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel. Added some more translations. Remade ReferenceImageButton.tscn to allow for drag and drop Added drag highlight * Added Icons Added icons for the tools of the Reference Images * Applied the icons to the UI * Fix Scripting Issues * Fixed Linting * Rename Move.png to move.png * Update Canvas.gd * Updated the tooltips Also added the correct translations * Rename Select.png to select.png * Rename Select.png.import to select.png.import * Rename Move.png.import to move.png.import * Rename Rotate.png to rotate.png * Rename Rotate.png.import to rotate.png.import * Fixed import files * Rename Scale.png to scale.png * Rename Scale.png.import to scale.png.import * Added logic to update the reference panel when the project changes Also fixed visual bugs related to highlighting the current reference image. Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing) * Update Project.gd
2023-12-31 12:12:37 +00:00
]
}
reference_quick_menu={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":true,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Reference Image Improvements (#961) * Reference Image Updates * Fixed static typing Fixed static typing in "src\UI \ReferenceImages\ReferenceEditPanel.gd" Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd" * Tried fixing the static typing again Removed lambda functions for the confirmation dialog. Removed irrelevant print statement. * Tried fixing static typing again I think its fixed now * Changed Spacing * Fixed Trailing Whitespaces and tabs * Fixed Final Trailing Whitespace * Fixed styling and removed useless enum * Removed double tabs left over from previous commit * Fixed remove ConfirmDialog Showing on startusp * Tried Fixing gdlint issues * Fixed Linting * Fixed Spelling issues * Drag and drop to rearrange reference images Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support. Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created) Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel. Added some more translations. Remade ReferenceImageButton.tscn to allow for drag and drop Added drag highlight * Added Icons Added icons for the tools of the Reference Images * Applied the icons to the UI * Fix Scripting Issues * Fixed Linting * Rename Move.png to move.png * Update Canvas.gd * Updated the tooltips Also added the correct translations * Rename Select.png to select.png * Rename Select.png.import to select.png.import * Rename Move.png.import to move.png.import * Rename Rotate.png to rotate.png * Rename Rotate.png.import to rotate.png.import * Fixed import files * Rename Scale.png to scale.png * Rename Scale.png.import to scale.png.import * Added logic to update the reference panel when the project changes Also fixed visual bugs related to highlighting the current reference image. Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing) * Update Project.gd
2023-12-31 12:12:37 +00:00
]
}
cancel_reference_transform={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
Reference Image Improvements (#961) * Reference Image Updates * Fixed static typing Fixed static typing in "src\UI \ReferenceImages\ReferenceEditPanel.gd" Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd" * Tried fixing the static typing again Removed lambda functions for the confirmation dialog. Removed irrelevant print statement. * Tried fixing static typing again I think its fixed now * Changed Spacing * Fixed Trailing Whitespaces and tabs * Fixed Final Trailing Whitespace * Fixed styling and removed useless enum * Removed double tabs left over from previous commit * Fixed remove ConfirmDialog Showing on startusp * Tried Fixing gdlint issues * Fixed Linting * Fixed Spelling issues * Drag and drop to rearrange reference images Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support. Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created) Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel. Added some more translations. Remade ReferenceImageButton.tscn to allow for drag and drop Added drag highlight * Added Icons Added icons for the tools of the Reference Images * Applied the icons to the UI * Fix Scripting Issues * Fixed Linting * Rename Move.png to move.png * Update Canvas.gd * Updated the tooltips Also added the correct translations * Rename Select.png to select.png * Rename Select.png.import to select.png.import * Rename Move.png.import to move.png.import * Rename Rotate.png to rotate.png * Rename Rotate.png.import to rotate.png.import * Fixed import files * Rename Scale.png to scale.png * Rename Scale.png.import to scale.png.import * Added logic to update the reference panel when the project changes Also fixed visual bugs related to highlighting the current reference image. Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing) * Update Project.gd
2023-12-31 12:12:37 +00:00
]
}
project_properties={
"deadzone": 0.5,
"events": []
}
palettize={
"deadzone": 0.5,
"events": []
}
pixelize={
"deadzone": 0.5,
"events": []
}
go_to_previous_layer={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
go_to_next_layer={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
left_curvetool_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":74,"physical_keycode":0,"key_label":0,"unicode":106,"location":0,"echo":false,"script":null)
]
}
right_curvetool_tool={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":74,"physical_keycode":0,"key_label":0,"unicode":106,"location":0,"echo":false,"script":null)
]
}
alpha_lock={
"deadzone": 0.5,
"events": []
}
change_layer_automatically={
"deadzone": 0.5,
2024-08-16 10:40:24 +00:00
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"command_or_control_autoremap":true,"alt_pressed":false,"shift_pressed":true,"pressed":false,"keycode":0,"physical_keycode":4194328,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
2024-09-08 00:13:55 +00:00
gaussian_blur={
"deadzone": 0.5,
"events": []
}
2019-08-18 09:28:38 +00:00
[input_devices]
pointing/android/enable_long_press_as_right_click=true
pointing/android/enable_pan_and_scale_gestures=true
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
[internationalization]
2020-07-27 17:05:15 +00:00
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
locale/translations=PackedStringArray("res://Translations/en_US.po")
2020-07-27 17:05:15 +00:00
2019-08-18 09:28:38 +00:00
[rendering]
Port to Godot 4 (#900) * Initial conversion * Hide some dialogs * Update addons * Fix errors in scripts Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position() * Update shaders * Fix some more errors and signals, rename "pressed" to "button_pressed" * Even more error fixes and renaming corrections * Fixed more errors, Pixelorama almost runs * Update ValueSlider.gd * Remove lock() and unlock(), more ImageTexture.create_from_image() static usage * More static function using * Re-add some of the dialog signals, fix window transparency * Change instances of popup_hide to visibility_changed * More more errors and warnings * Fix more errors and warnings * Get rid of errors in the output when opening Pixelorama in Godot * Properly connect most signals without using strings * Fix some scenes * Don't load Main.tscn * Emit signals directly instead of using strings * Fix Keychain menu nodes * Get rid of self. on most instances, as setters and getters are now always called * Some more static typing * Disable texture filters * Fix zooming * Fix int as enum warnings * Fix tools and rename doubleclick to double_click * Update tool scenes * Fix tabs * Fix create new image * Use static typing on flood fill to speed it up * Update static-checks.yml * Reverts #729 for a speedup, hopefully the bug won't get re-introduced * Fix TransparentChecker warning * Re-add Default template * Fix 3D cels * Fix rotation Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264 * Fix UITransparency alignment issue, thanks Variable * Add missing OptionButton items Hopefully that should be all of them * Fix the appearance of CollapsibleContainer * Change instances of world to world_3d * Fix tool button backgrounds * Fix Splash dialog * Fix brush selection * Update Main.gd * Fix About Dialog * Fix more zooming issues * Fix canvas preview zooming * Use signals for queue_redraw on project change * Fix layer button's look * Fix gradients * Some gradient fixes and code cleanups, dithering is still broken * Fix bucket * Fix the rest of the undo_redo.add_(un)do_method() cases * Fix guides * Fix guide text * Some small changes in Main * Update Tools.gd * Fix palette importing * Get rid of TODOGODOT4s * Fix the rest of the dialogs * Update the rest of the scenes * Fix onion skinning and frame tag dialogs * Fix file brushes being imported twice * Fix palette swatch crashing on double click * Use nearest filter for some of the windows * Remove old .tres font files * Fix language switching * Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools * Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged. * Clean shortcut-related duplicate code in TopMenuContainer * Remove DroidSansFallback now that system fonts can be used as fallback * Remove 3.x settings from project.godot * Format * Format gdgifexporter * Reset Keychain to its original state * Remove textures from the dark and gray themes * Remove all textures from the dark theme * Better static typing in DrawingAlgos * Use Vector2i for project size * [Risky commit] Use Vector2i instead of Vector2 for tools I tested it and everything seems to be working the same as before, but more testing would be appreciated. * Format after previous commit * Fix line angle constraint being rotated 180 degrees This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`. * Fix input map action not found errors when pressing Shift or Control * Make AnimatePanel bigger, add spring interpolation * Fix some layouts/extensions/preferences loading errors * Fix dithering * Update layout resources Probably doesn't change anything at all, but I suppose it might be a good thing to do * Small changes * Disable filter in ResizeCanvas dialog * Fix some preferences default button states * Fix tile mode always having masking on * Use integers in tile mode * Fix checkboxes in preferences not working * More statically typed arrays! No need to have these # Array of X comments anymore! * Fix "apply all" for multiple preview dialogs * Update theme.tres * Add HeaderSmall theme type variation * Fix dynamics buttons * Don't allow sub-zero zoom values * Let zoom_out_max always remain Vector2(0.01, 0.01) This fixes zooming on large canvases * Bump version to v1.0-dev * Fix ambient light not working on 3D cels * Fix .obj loading * Don't allow greater than max values in the zoom slider * Set maximum zoom value to always be (500, 500) * Set zoom slider minimum value to 1 * Some UI changes, mostly related to buttons and the timeline * Change window titles to what they were before * [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels * Avoid changing Cel3DObject's file_path if it's the same * Make preferences window bigger * Fix png exporting * Fix reference image initial size and filter setting * Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor * Format and some linting * Remove most Images from the rest of the themes * Remove all textures from all themes * Fix drawing when the mouse gets released outside the canvas boundaries * Format Keychain * Implement #890 * Fix recorder * Fix layout deletion * Better static typing and fix empty_clicked signal-connected methods not having arguments * Fix layout and extension directory creation if they don't already exist * Change all instances of "HTML5" to "Web" OS.get_name() now returns "Web" instead of "HTML5" in Godot 4 * Fix JavaScript detection Opening files in the Web version does not yet work for some reason * Fix formatting * Fix lint errors * Remove unneeded lines from rotation shaders * Clean some rotation shader related code * Remove ErrorManager from #891, as it's no longer needed in Godot 4 * Some docstrings * More Vector2i and Recti replacing their float counterparts * Remove the hardcoded shortcut from ValueSlider Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet. * Fix bugs from the rebase, integer zooming is currently broken * Format * Fix bug where some imported images would fail to load when using smart slice * Fix integer zooming (I think) * Fix errors after #898 * Fix some UI issues with PreviewDialog * Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd * Update Keychain and addons/README.md * Update CI to Godot 4.1.1 (probably will not work) * Remove XDGDataPaths.gd * Make windows non-exclusive * Attempt to fix macOS CI * Attempt to fix CI * Attempt to fix CI * Minor fix in the dark theme, more will follow * Silence enumerator/integer warning * Attempt to fix macOS CI * Another attempt to fix macOS CI * Attempt to fix Windows & macOS CI * fix: Recorder directory create (#903) * Update Keychain so that the brush size shortcuts can be changed This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons * Change OSX to macOS * Detect if multi-threading is enabled when exporting gifs * Fix color picker not working on the top color mode * Make some public methods private in Export.gd * Remove Global.window_title variable * Fix frame UI in the timeline breaking after 100 frames * Static typing improvements for the timeline * Better static typing for grids * Fix typo * Fix pixel grid not appearing * Move preference updating code to Global using setters This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice. * Remove RestoreDefaultButton.tscn * Implement changing font size in the preferences * Resize HeaderSmall font size along with the default font size * A step towards fixing image loading in the Web version Doesn't completely fix the issue, it requires a fix from Godot's side as well * Implement missing input event actions for buttons TODO: Add default shortcuts * Do not change language and theme if they are already the defaults Reduces the initial loading time a bit * Remove update_hint_tooltips() as it's no longer needed, only keep it for tools This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips. * Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger * Fix Vector2i + Vector2 errors in grid center snapping * Update tooltips when the shortcut profile changes * Fix copy-paste mistake * Update tooltips during startup if the shortcut profile is not the default * Fix gif warning label size in ExportDialog * Fix BBCode in ExportDialog * Fix some Godot 4.2 warnings * Some CI fixes * Static typing improvements and more inline functions * Format * Even more static typing, inline methods, docstrings etc * Some more static typing improvements and inline setters * Remove unneeded project type specifying * Fix splash dialog error * Fix enumerator warning * Don't preload the font in the rules and guides * Fix some integer division warnings Sometimes we indeed need them to be floats * Change some Rect2s to Rect2is * Minor static typing improvements * Update README, CHANGELOG, Translations * Only load translation files when needed, reduces loading time a bit * Update Keychain so it doesn't load languages during startup * Lazy load all tool scenes, breaks compatibility with the extension API Decreases initial loading time * Format * Very minor loading time speedups * Remove unneeded project type specifying * Even more static typing and docstring improvements * Fix extension loading * Palette docstrings --------- Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 13:29:06 +00:00
textures/canvas_textures/default_texture_filter=0
renderer/rendering_method="gl_compatibility"
2023-11-23 02:08:25 +00:00
renderer/rendering_method.mobile="gl_compatibility"
textures/vram_compression/import_etc2_astc=true