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Made "TimelineSeconds" update when FPS value changes
Also made it a bit smaller
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@ -8,7 +8,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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### Added
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- Palettes. You can choose default ones or make your own! (Thanks to greusser)
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- Multiple theme support (Dark, Gray, Light, Godot, Gold) to better match your style (Thanks to Erevoid)!
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- Image sub-menu with new features (Outlines, Color invert, desaturation) for more editing power.
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- Image menu with new features (Outlines, Color invert, desaturation) for more editing power.
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- Added a layer opacity slider, that lets you change the alpha values of layers.
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- Added a better circle and filled circle brushes. They use Bresenham's circle algorithm for scaling.
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- Added random brushes! Every time you draw, expect to see something different! To create random brushes, place the images you want your brush to have in the same folder, and put the symbol "%" in front of their filename. Examples, "%icon1.png", "%grass_green.png"
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@ -194,6 +194,7 @@ var current_frame_label : Label
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var loop_animation_button : BaseButton
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var play_forward : BaseButton
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var play_backwards : BaseButton
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var timeline_seconds : Control
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var frame_container : HBoxContainer
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var vbox_layer_container : VBoxContainer
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@ -305,6 +306,7 @@ func _ready() -> void:
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loop_animation_button = find_node_by_name(root, "LoopAnim")
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play_forward = find_node_by_name(root, "PlayForward")
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play_backwards = find_node_by_name(root, "PlayBackwards")
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timeline_seconds = find_node_by_name(root, "TimelineSeconds")
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frame_container = find_node_by_name(root, "FrameContainer")
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var layer_stuff_container = find_node_by_name(root, "LayerVBoxContainer")
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@ -838,6 +838,7 @@ func _on_AnimationTimer_timeout() -> void:
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func _on_FPSValue_value_changed(value) -> void:
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fps = float(value)
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Global.animation_timer.wait_time = 1 / fps
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Global.timeline_seconds.update()
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func _on_PastOnionSkinning_value_changed(value) -> void:
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Global.onion_skinning_past_rate = int(value)
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@ -39,7 +39,7 @@ func _draw() -> void:
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first = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(starting_pos)
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last = (transform * ruler_transform * major_subdivide * minor_subdivide).affine_inverse().xform(rect_size - starting_pos)
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for i in range(ceil(first.x), last.x):
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for i in range(ceil(first.x), last.x - 1):
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var position : Vector2 = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Vector2(i, 0))
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if i % (major_subdivision * minor_subdivision) == 0:
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draw_line(Vector2(position.x + RULER_WIDTH, 0), Vector2(position.x + RULER_WIDTH, RULER_WIDTH), color)
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