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Fixed issue where new images had the size of the previous project
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66feec8f21
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@ -243,7 +243,7 @@ func camera_zoom() -> void:
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Global.transparent_checker._ready() # To update the rect size
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func new_empty_frame(first_time := false, single_layer := false) -> Frame:
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func new_empty_frame(first_time := false, single_layer := false, size := Global.current_project.size) -> Frame:
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var frame := Frame.new()
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for l in Global.current_project.layers: # Create as many cels as there are layers
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# The sprite itself
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@ -255,7 +255,7 @@ func new_empty_frame(first_time := false, single_layer := false) -> Frame:
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Global.current_project.size.y = Global.config_cache.get_value("preferences", "default_image_height")
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if Global.config_cache.has_section_key("preferences", "default_fill_color"):
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fill_color = Global.config_cache.get_value("preferences", "default_fill_color")
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sprite.create(Global.current_project.size.x, Global.current_project.size.y, false, Image.FORMAT_RGBA8)
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sprite.create(size.x, size.y, false, Image.FORMAT_RGBA8)
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sprite.fill(fill_color)
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sprite.lock()
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frame.cels.append(Cel.new(sprite, 1))
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@ -1,5 +1,7 @@
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class_name Cel extends Reference
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# A class for cel properties
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# A class for cel properties.
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# The term "cel" comes from "celluloid" (https://en.wikipedia.org/wiki/Cel).
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# The "image" variable is where the image data of each cel are.
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var image : Image setget image_changed
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@ -5,5 +5,6 @@ class_name Frame extends Reference
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var cels : Array # An array of Cels
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func _init(_cels := []) -> void:
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cels = _cels
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@ -74,7 +74,7 @@ func _on_CreateNewImage_confirmed() -> void:
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var height : int = height_value.value
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var fill_color : Color = fill_color_node.color
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var frame : Frame = Global.canvas.new_empty_frame(false, true)
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var frame : Frame = Global.canvas.new_empty_frame(false, true, Vector2(width, height))
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var new_project := Project.new([frame])
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new_project.layers.append(Layer.new())
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Global.projects.append(new_project)
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