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[skip ci] Fix various typos

This commit is contained in:
Emmanouil Papadeas 2023-02-02 03:06:23 +02:00
parent a381e8a7de
commit 8a38eef30d
19 changed files with 33 additions and 36 deletions

View file

@ -29,7 +29,7 @@ This update has been brought to you by the contributions of:
- Slider + SpinBox combinations have been replaced by a custom slider, made by [@mrtripie](https://github.com/mrtripie). (Ongoing) - Slider + SpinBox combinations have been replaced by a custom slider, made by [@mrtripie](https://github.com/mrtripie). (Ongoing)
- The color picker now picks any visible color on the canvas, regardless of layer. A toggle has also been added in the tool options to let the user change back to the previous behavior of only picking a color on the selected layer. [#816](https://github.com/Orama-Interactive/Pixelorama/pull/816) - The color picker now picks any visible color on the canvas, regardless of layer. A toggle has also been added in the tool options to let the user change back to the previous behavior of only picking a color on the selected layer. [#816](https://github.com/Orama-Interactive/Pixelorama/pull/816)
- A single popup appears when exporting multiple files that already exist, instead of showing one popup for each file to overwrite. [#585](https://github.com/Orama-Interactive/Pixelorama/discussions/585) - A single popup appears when exporting multiple files that already exist, instead of showing one popup for each file to overwrite. [#585](https://github.com/Orama-Interactive/Pixelorama/discussions/585)
- Most dialogs received some UI changes, such as making their elments expand vertically, and making their Cancel and OK buttons a little bigger. - Most dialogs received some UI changes, such as making their elements expand vertically, and making their Cancel and OK buttons a little bigger.
- The look of the brushes popup has been improved. [#815](https://github.com/Orama-Interactive/Pixelorama/pull/815) - The look of the brushes popup has been improved. [#815](https://github.com/Orama-Interactive/Pixelorama/pull/815)
- The manage layout dialog now has a preview for the selected layout. [#787](https://github.com/Orama-Interactive/Pixelorama/pull/787) - The manage layout dialog now has a preview for the selected layout. [#787](https://github.com/Orama-Interactive/Pixelorama/pull/787)
- Layer adding behavior has been changed. [#767](https://github.com/Orama-Interactive/Pixelorama/pull/767) - Layer adding behavior has been changed. [#767](https://github.com/Orama-Interactive/Pixelorama/pull/767)
@ -93,7 +93,7 @@ Fayez Akhtar ([@Variable-ind](https://github.com/Variable-ind)), [@GrantMoyer](h
- A new rotation type, Rotxel with smear. Thanks to [azagaya](https://github.com/azagaya) for the shader code. - A new rotation type, Rotxel with smear. Thanks to [azagaya](https://github.com/azagaya) for the shader code.
- The pivot in the rotate image dialog can now be changed by the user. [#720](https://github.com/Orama-Interactive/Pixelorama/pull/720) - The pivot in the rotate image dialog can now be changed by the user. [#720](https://github.com/Orama-Interactive/Pixelorama/pull/720)
- New offset options in tile mode that allow for non-rectangular tiling. [#707](https://github.com/Orama-Interactive/Pixelorama/pull/707) - New offset options in tile mode that allow for non-rectangular tiling. [#707](https://github.com/Orama-Interactive/Pixelorama/pull/707)
- A basic API for Extensions. Has not been documented yet and is stil experimental. - A basic API for Extensions. Has not been documented yet and is still experimental.
- A similarity option in the Select by Color tool. [#710](https://github.com/Orama-Interactive/Pixelorama/pull/710) - A similarity option in the Select by Color tool. [#710](https://github.com/Orama-Interactive/Pixelorama/pull/710)
- The left and right tool colors in the background of the tool buttons and the indicators on the canvas can now be changed from the Preferences. - The left and right tool colors in the background of the tool buttons and the indicators on the canvas can now be changed from the Preferences.
- Added Danish translations. - Added Danish translations.
@ -376,12 +376,12 @@ Laurenz Reinthaler (Schweini07), kleonc, Fayez Akhtar (Variable), THWLF, Gamespl
- Keyboard shortcut conflicts between tool shortcuts and other shortcuts that use the "Control" key, like menu shortcuts, have been resolved. ([#407](https://github.com/Orama-Interactive/Pixelorama/pull/407)) - Keyboard shortcut conflicts between tool shortcuts and other shortcuts that use the "Control" key, like menu shortcuts, have been resolved. ([#407](https://github.com/Orama-Interactive/Pixelorama/pull/407))
- The opacity of a cel and the tile mode opacity are now multiplicative. ([#414](https://github.com/Orama-Interactive/Pixelorama/pull/414)) - The opacity of a cel and the tile mode opacity are now multiplicative. ([#414](https://github.com/Orama-Interactive/Pixelorama/pull/414))
- Fixed an issue where adding a new layer did not select it, rather it was selecting the above layer of the previously selected layer. ([#424](https://github.com/Orama-Interactive/Pixelorama/pull/424)) - Fixed an issue where adding a new layer did not select it, rather it was selecting the above layer of the previously selected layer. ([#424](https://github.com/Orama-Interactive/Pixelorama/pull/424))
- Fixed issue that occurred when the application window regained focus and the tool was immediatly activated. ([35f97eb](https://github.com/Orama-Interactive/Pixelorama/commit/35f97ebe6f90bd2a5994b294231738ef4a6b998c)) - Fixed issue that occurred when the application window regained focus and the tool was immediately activated. ([35f97eb](https://github.com/Orama-Interactive/Pixelorama/commit/35f97ebe6f90bd2a5994b294231738ef4a6b998c))
- Fixed cel opacity not always being updated on the UI. ([#420](https://github.com/Orama-Interactive/Pixelorama/pull/420)) - Fixed cel opacity not always being updated on the UI. ([#420](https://github.com/Orama-Interactive/Pixelorama/pull/420))
- Loading empty backed up projects no longer result in a crash. ([#445](https://github.com/Orama-Interactive/Pixelorama/issues/445)) - Loading empty backed up projects no longer result in a crash. ([#445](https://github.com/Orama-Interactive/Pixelorama/issues/445))
- Fixed potential index out of bounds error when loading backup files. ([#446](https://github.com/Orama-Interactive/Pixelorama/pull/446)) - Fixed potential index out of bounds error when loading backup files. ([#446](https://github.com/Orama-Interactive/Pixelorama/pull/446))
- Mirroring view should now work on all tools. - Mirroring view should now work on all tools.
- Fixed hue and saturation getting reset when draging value slider to zero. ([#473](https://github.com/Orama-Interactive/Pixelorama/pull/473)) - Fixed hue and saturation getting reset when dragging value slider to zero. ([#473](https://github.com/Orama-Interactive/Pixelorama/pull/473))
- Image effects will not longer get applied to locked and/or hidden layers. - Image effects will not longer get applied to locked and/or hidden layers.
- Fixed memory leaks when opening and closing Pixelorama. ([#387](https://github.com/Orama-Interactive/Pixelorama/issues/387)) - Fixed memory leaks when opening and closing Pixelorama. ([#387](https://github.com/Orama-Interactive/Pixelorama/issues/387))
- The color picker now displays "HSV" and "Raw" next to the respective CheckButtons - thanks to Godot 3.3. - The color picker now displays "HSV" and "Raw" next to the respective CheckButtons - thanks to Godot 3.3.
@ -507,7 +507,7 @@ Darshan Phaldesai (luiq54), Igor Santarek (jegor377), rob-a-bolton, Kinwailo, Mi
- Re-organized preferences dialog. - Re-organized preferences dialog.
- The "create new image" dialog now remembers the last created canvas size. The default image settings are being used only when Pixelorama first launches. ([#178](https://github.com/Orama-Interactive/Pixelorama/issues/178)) - The "create new image" dialog now remembers the last created canvas size. The default image settings are being used only when Pixelorama first launches. ([#178](https://github.com/Orama-Interactive/Pixelorama/issues/178))
- Language and theme checkboxes are now radio buttons. - Language and theme checkboxes are now radio buttons.
- The Blue theme has more similar margins and seperations with the rest of the themes. - The Blue theme has more similar margins and separations with the rest of the themes.
- Fullscreen can be toggled on and off from the View menu. - Fullscreen can be toggled on and off from the View menu.
- Multi-threaded rendering has been enabled. ([#294](https://github.com/Orama-Interactive/Pixelorama/pull/294)) - Multi-threaded rendering has been enabled. ([#294](https://github.com/Orama-Interactive/Pixelorama/pull/294))
- Use the Dummy audio driver since Pixelorama doesn't play any sounds. ([#312](https://github.com/Orama-Interactive/Pixelorama/pull/312)) - Use the Dummy audio driver since Pixelorama doesn't play any sounds. ([#312](https://github.com/Orama-Interactive/Pixelorama/pull/312))

View file

@ -31,4 +31,4 @@ $ CLICKABLE_ARCH=arm64 clickable build
### Important gotcha: File loading and saving ### Important gotcha: File loading and saving
Due to AppArmor policy restrictions, you are not able to save to anywhere outside of the user data directroy. Due to AppArmor policy restrictions, you are not able to save to anywhere outside of the user data directory.

View file

@ -2033,9 +2033,6 @@ msgstr ""
msgid "Cannot remove the palette, because it doesn't exist!" msgid "Cannot remove the palette, because it doesn't exist!"
msgstr "" msgstr ""
msgid "An error occured while removing the palette! Error code: %s"
msgstr ""
msgid "and" msgid "and"
msgstr "" msgstr ""

View file

@ -39,7 +39,7 @@ func add_action(action: String):
if extension_name in _action_history.keys(): if extension_name in _action_history.keys():
var extension_history: Array = _action_history[extension_name] var extension_history: Array = _action_history[extension_name]
extension_history.append(action) extension_history.append(action)
else: # If the extension history does'nt exist yet then creat it else: # If the extension history doesn't exist yet, create it
_action_history[extension_name] = [action] _action_history[extension_name] = [action]

View file

@ -61,7 +61,7 @@ func handle_loading_file(file: String) -> void:
# Attempt to load as a regular image. # Attempt to load as a regular image.
var image := Image.new() var image := Image.new()
var err := image.load(file) var err := image.load(file)
if err != OK: # An error occured if err != OK: # An error occurred
var file_name: String = file.get_file() var file_name: String = file.get_file()
Global.error_dialog.set_text( Global.error_dialog.set_text(
tr("Can't load file '%s'.\nError code: %s") % [file_name, str(err)] tr("Can't load file '%s'.\nError code: %s") % [file_name, str(err)]
@ -210,8 +210,8 @@ func open_old_pxo_file(file: File, new_project: Project, first_line: String) ->
# In the above example, the major version would return "0", # In the above example, the major version would return "0",
# the minor version would return "7", the patch "10" # the minor version would return "7", the patch "10"
# and the status would return "beta" # and the status would return "beta"
var file_major_version = int(file_ver_splitted_numbers[0].replace("v", "")) var file_major_version := int(file_ver_splitted_numbers[0].replace("v", ""))
var file_minor_version = int(file_ver_splitted_numbers[1]) var file_minor_version := int(file_ver_splitted_numbers[1])
var file_patch_version := 0 var file_patch_version := 0
if file_ver_splitted_numbers.size() > 2: if file_ver_splitted_numbers.size() > 2:
@ -744,7 +744,7 @@ func remove_backup_by_path(project_path: String, backup_path: String) -> void:
func reload_backup_file(project_paths: Array, backup_paths: Array) -> void: func reload_backup_file(project_paths: Array, backup_paths: Array) -> void:
assert(project_paths.size() == backup_paths.size()) assert(project_paths.size() == backup_paths.size())
# Clear non-existant backups # Clear non-existent backups
var existing_backups_count := 0 var existing_backups_count := 0
var dir := Directory.new() var dir := Directory.new()
for i in range(backup_paths.size()): for i in range(backup_paths.size()):

View file

@ -510,7 +510,7 @@ func _import_gpl(path: String, text: String) -> Palette:
elif line.begins_with("Name: "): elif line.begins_with("Name: "):
palette_name = line.replace("Name: ", "") palette_name = line.replace("Name: ", "")
elif line.begins_with("Columns: "): elif line.begins_with("Columns: "):
# Number of colors in this palette. Unecessary and often wrong # Number of colors in this palette. Unnecessary and often wrong
continue continue
elif line_number > 0 && line.length() >= 9: elif line_number > 0 && line.length() >= 9:
line = line.replace("\t", " ") line = line.replace("\t", " ")
@ -567,7 +567,7 @@ func _import_image_palette(path: String, image: Image) -> Palette:
var height: int = image.get_height() var height: int = image.get_height()
var width: int = image.get_width() var width: int = image.get_width()
# Iterate all pixels and store unique colors to palete # Iterate all pixels and store unique colors to palette
image.lock() image.lock()
for y in range(0, height): for y in range(0, height):
for x in range(0, width): for x in range(0, width):

View file

@ -14,7 +14,7 @@ var transformed_content: Image # Used in transformations (moving, scaling etc w
# The content methods deal with the unique content of each cel type. For example, an Image for # The content methods deal with the unique content of each cel type. For example, an Image for
# PixelLayers, or a Dictionary of settings for a procedural layer type, and null for Groups. # PixelLayers, or a Dictionary of settings for a procedural layer type, and null for Groups.
# Can be used fo linking/unlinking cels, copying, and deleting content # Can be used for linking/unlinking cels, copying, and deleting content
func get_content(): func get_content():
return null return null

View file

@ -84,7 +84,7 @@ func get_layer_path() -> String:
# Links a cel to link_set if its a Dictionary, or unlinks if null. # Links a cel to link_set if its a Dictionary, or unlinks if null.
# Content/image_texture are handled seperately for undo related reasons # Content/image_texture are handled separately for undo related reasons
func link_cel(cel: BaseCel, link_set = null) -> void: func link_cel(cel: BaseCel, link_set = null) -> void:
# Erase from the cel's current link_set # Erase from the cel's current link_set
if cel.link_set != null: if cel.link_set != null:

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@ -12,7 +12,7 @@ var can_undo = true
var fill_color := Color(0) var fill_color := Color(0)
var has_changed := false setget _has_changed_changed var has_changed := false setget _has_changed_changed
# frames and layers Arrays should generally only be modified directly when # frames and layers Arrays should generally only be modified directly when
# opening/creating a project. When modifiying the current project, use # opening/creating a project. When modifying the current project, use
# the add/remove/move/swap_frames/layers methods # the add/remove/move/swap_frames/layers methods
var frames := [] # Array of Frames (that contain Cels) var frames := [] # Array of Frames (that contain Cels)
var layers := [] # Array of Layers var layers := [] # Array of Layers
@ -636,7 +636,7 @@ func can_pixel_get_drawn(
# through these methods. # through these methods.
# These allow you to add/remove/move/swap frames/layers/cels. It updates the Animation Timeline # These allow you to add/remove/move/swap frames/layers/cels. It updates the Animation Timeline
# UI, and updates indices. These are designed to be reversible, meaning that to undo an add, you # UI, and updates indices. These are designed to be reversible, meaning that to undo an add, you
# use remove, and vise versa. To undo a move or swap, use move or swap with the paramaters swapped. # use remove, and vice versa. To undo a move or swap, use move or swap with the parameters swapped.
func add_frames(new_frames: Array, indices: Array) -> void: # indices should be in ascending order func add_frames(new_frames: Array, indices: Array) -> void: # indices should be in ascending order

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@ -31,7 +31,7 @@ func set_palette(new_palette: Palette) -> void:
func setup_swatches() -> void: func setup_swatches() -> void:
# Colums cannot be 0 # Columns cannot be 0
columns = 1.0 if grid_size.x == 0.0 else grid_size.x columns = 1.0 if grid_size.x == 0.0 else grid_size.x
if grid_size.x * grid_size.y > swatches.size(): if grid_size.x * grid_size.y > swatches.size():
for i in range(swatches.size(), grid_size.x * grid_size.y): for i in range(swatches.size(), grid_size.x * grid_size.y):

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@ -206,7 +206,7 @@ func _enable_extension(extension: Extension, save_to_config := true) -> void:
print("Failed to load extension %s" % id) print("Failed to load extension %s" % id)
else: else:
for ext_node in extension_parent.get_children(): for ext_node in extension_parent.get_children():
if ext_node.is_in_group(id): # Node for extention found if ext_node.is_in_group(id): # Node for extension found
extension_parent.remove_child(ext_node) extension_parent.remove_child(ext_node)
ext_node.queue_free() ext_node.queue_free()
ExtensionsApi.check_sanity(extension.file_name) ExtensionsApi.check_sanity(extension.file_name)

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@ -16,17 +16,17 @@ uniform sampler2D pattern;
uniform vec2 pattern_size; uniform vec2 pattern_size;
uniform vec2 pattern_uv_offset; uniform vec2 pattern_uv_offset;
void fragment() { // applies on each pixel seperately void fragment() { // applies on each pixel separately
vec4 original_color = texture(TEXTURE, UV); // The drawing we have to use on vec4 original_color = texture(TEXTURE, UV); // The drawing we have to use on
vec4 selection_color = texture(selection, UV); // use its alpha to get portion we can ignore vec4 selection_color = texture(selection, UV); // use its alpha to get portion we can ignore
vec4 col = original_color; // Innocent till proven Guilty vec4 col = original_color; // Innocent till proven guilty
float max_diff = distance(original_color, old_color); // How much this pixel matches our description float max_diff = distance(original_color, old_color); // How much this pixel matches our description
float similarity = abs(2.0 - ((similarity_percent/100.0) * 2.0)); float similarity = abs(2.0 - ((similarity_percent/100.0) * 2.0));
if (max_diff <= similarity) // We found our match and pixel is proven Guilty (small is precise) if (max_diff <= similarity) // We found our match and pixel is proven guilty (small is precise)
if (has_pattern) if (has_pattern)
col = textureLod(pattern, UV * (size / pattern_size) + pattern_uv_offset, 0.0); col = textureLod(pattern, UV * (size / pattern_size) + pattern_uv_offset, 0.0);
else else

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@ -53,7 +53,7 @@ bool is_different(vec4 a, vec4 b)
} }
// This define could've made code a ton more readable if godot shaders supported it, but it doesn't. // This define could've made code a ton more readable if godot shaders supported it, but it doesn't.
// 55 occurances of this in code; use regexp to turn it back once supported? // 55 occurrences of this in code; use regexp to turn it back once supported?
// #define P(m, r) ((pattern & (m)) == (r)) // #define P(m, r) ((pattern & (m)) == (r))
@ -66,7 +66,7 @@ vec4 scale(sampler2D image, vec2 coord, vec2 pxSize) {
vec2 o = pxSize; vec2 o = pxSize;
vec2 texCoord = coord; vec2 texCoord = coord;
// We always calculate the top left quarter. If we need a different quarter, we flip our co-ordinates */ // We always calculate the top left quarter. If we need a different quarter, we flip our coordinates */
// p = the position within a pixel [0...1] // p = the position within a pixel [0...1]
vec2 p = fract(texCoord / pxSize); vec2 p = fract(texCoord / pxSize);

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@ -29,7 +29,7 @@ shader_type canvas_item;
//enables 2:1 slopes. otherwise only uses 45 degree slopes //enables 2:1 slopes. otherwise only uses 45 degree slopes
//#define SLOPE //#define SLOPE
//cleans up small detail slope transitions (if SLOPE is enabled) //cleans up small detail slope transitions (if SLOPE is enabled)
//if only using for rotation, CLEANUP has negligable effect and should be disabled for speed //if only using for rotation, CLEANUP has negligible effect and should be disabled for speed
//#define CLEANUP //#define CLEANUP
// The commented out defines exposed as uniforms // The commented out defines exposed as uniforms
uniform bool slope; uniform bool slope;

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@ -306,7 +306,7 @@ func _add_new_segment(y: int = 0) -> void:
_allegro_flood_segments.append(segment) _allegro_flood_segments.append(segment)
# fill an horizontal segment around the specifid position, and adds it to the # fill an horizontal segment around the specified position, and adds it to the
# list of segments filled. Returns the first x coordinate after the part of the # list of segments filled. Returns the first x coordinate after the part of the
# line that has been filled. # line that has been filled.
func _flood_line_around_point( func _flood_line_around_point(

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@ -20,11 +20,11 @@ func _input(event: InputEvent) -> void:
_offset = _offset.snapped(grid_size) _offset = _offset.snapped(grid_size)
if Global.current_project.has_selection: if Global.current_project.has_selection:
if selection_node.is_moving_content: if selection_node.is_moving_content:
var prev_pos = selection_node.big_bounding_rectangle.position var prev_pos: Vector2 = selection_node.big_bounding_rectangle.position
selection_node.big_bounding_rectangle.position = prev_pos.snapped(grid_size) selection_node.big_bounding_rectangle.position = prev_pos.snapped(grid_size)
# The First time transform_snap_grid is enabled then _snap_position() is not called # The first time transform_snap_grid is enabled then _snap_position() is not called
# and selection had wrong offset so i chose to do selection offsetting here # and the selection had wrong offset, so do selection offsetting here
var grid_offset = Vector2(Global.grid_offset_x, Global.grid_offset_y) var grid_offset := Vector2(Global.grid_offset_x, Global.grid_offset_y)
grid_offset = Vector2( grid_offset = Vector2(
fmod(grid_offset.x, grid_size.x), fmod(grid_offset.y, grid_size.y) fmod(grid_offset.x, grid_size.x), fmod(grid_offset.y, grid_size.y)
) )

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@ -57,7 +57,7 @@ func _add_new_segment(y: int = 0) -> void:
_allegro_flood_segments.append(segment) _allegro_flood_segments.append(segment)
# fill an horizontal segment around the specifid position, and adds it to the # fill an horizontal segment around the specified position, and adds it to the
# list of segments filled. Returns the first x coordinate after the part of the # list of segments filled. Returns the first x coordinate after the part of the
# line that has been filled. # line that has been filled.
func _flood_line_around_point( func _flood_line_around_point(

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@ -39,7 +39,7 @@ func _update_scroll() -> void:
func ensure_control_visible(control: Control): func ensure_control_visible(control: Control):
if not is_instance_valid(control): if not is_instance_valid(control):
return return
# Based on Godot's implemenation in ScrollContainer # Based on Godot's implementation in ScrollContainer
var global_rect := get_global_rect() var global_rect := get_global_rect()
var other_rect := control.get_global_rect() var other_rect := control.get_global_rect()
var diff: float = max( var diff: float = max(

View file

@ -229,7 +229,7 @@ func can_drop_data(_pos, data) -> bool:
Global.current_project.layers[layer].accepts_child(data[1]) Global.current_project.layers[layer].accepts_child(data[1])
and _get_region_rect(0.25, 0.75).has_point(get_global_mouse_position()) and _get_region_rect(0.25, 0.75).has_point(get_global_mouse_position())
): ):
# Drawn regions are adusted a bit from actual to clearify drop position # Drawn regions are adjusted a bit from actual to clarify drop position
region = _get_region_rect(0.15, 0.85) region = _get_region_rect(0.15, 0.85)
depth += 1 depth += 1
else: else: