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Fixes #54
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@ -13,6 +13,8 @@ var redone := false
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var fps := 6.0
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var fps := 6.0
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var animation_loop := 0 #0 is no loop, 1 is cycle loop, 2 is ping-pong loop
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var animation_loop := 0 #0 is no loop, 1 is cycle loop, 2 is ping-pong loop
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var animation_forward := true
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var animation_forward := true
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var previous_left_color := Color.black
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var previous_right_color := Color.white
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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func _ready() -> void:
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@ -1046,11 +1048,21 @@ func _on_ColorDefaults_pressed() -> void:
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# warning-ignore:unused_argument
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# warning-ignore:unused_argument
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func _on_LeftColorPickerButton_color_changed(color : Color) -> void:
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func _on_LeftColorPickerButton_color_changed(color : Color) -> void:
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# If the color changed while it's on full transparency, make it opaque (GH issue #54)
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if color.a == 0:
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if previous_left_color.r != color.r || previous_left_color.g != color.g || previous_left_color.b != color.b:
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Global.left_color_picker.color.a = 1
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update_left_custom_brush()
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update_left_custom_brush()
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previous_left_color = color
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# warning-ignore:unused_argument
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# warning-ignore:unused_argument
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func _on_RightColorPickerButton_color_changed(color : Color) -> void:
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func _on_RightColorPickerButton_color_changed(color : Color) -> void:
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# If the color changed while it's on full transparency, make it opaque (GH issue #54)
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if color.a == 0:
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if previous_right_color.r != color.r || previous_right_color.g != color.g || previous_right_color.b != color.b:
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Global.right_color_picker.color.a = 1
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update_right_custom_brush()
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update_right_custom_brush()
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previous_right_color = color
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# warning-ignore:unused_argument
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# warning-ignore:unused_argument
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func _on_LeftInterpolateFactor_value_changed(value : float) -> void:
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func _on_LeftInterpolateFactor_value_changed(value : float) -> void:
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