Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly.
Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/.
The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this:
{
"name": "ExtensionName",
"display_name": "Extension Name",
"description": "A Pixelorama extension",
"author": "Orama Interactive",
"version": "0.1",
"license": "MIT",
"nodes": [
"ExtensionExample.tscn"
]
}
The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot.
Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
Use a Preference class instead of a nested array. Lines of code reduced from 461 to 330. Also fixed a minor bug in the Web version where, when the user changed language, "Interface" was being selected instead.
Changes "Indicators" to "Cursors" and adds options that let the user use the native mouse cursors of the OS and toggle the cross cursor on or off for the canvas
* Add dockable container plugin
Experimenting with it, also added a tabs_visible property to the DockableContainer. Removed some code about Tallscreen from Main.gd, but not all of it.
* Add a panel behind the UI, temporarily restore the dark theme
* Remove tallscreen code
* Add edit mode, toggles DockableContainer's tab visibility on and off
* Split tool options into color pickers, left and right tool options
* Remove alternate_transparent_background
* Re-order tool buttons on resize
* Clip content in timeline
* Changes to the tool panel
* Removed some old unused node variables
* Restore Zen mode
* Set tabs_visible = false by default
* Better way to set tabs_visible = false by default
* Added the license of godot-dockable-container
* Remove unneeded lines
* Update README.md
* Restore window transparency with the canvas
It makes all of the TabContainers transparent however, which may not be what we actually want.
* Change tab names of the UI elements
* Remove unneeded nodes from ColorPickers.tscn
* Update default.tres
* Let the user hide elements individually
* Add some checks in HandleThemes
* Center tool icons
* Remove unneeded custom panel in SplashDialog
* Bump version to v0.10-dev and some other minor changes
* Fix crash on Zen Mode
* Added a hacky way to fix the issue with the palette panel size
As a way to differentiate between public and private methods, as per the official GDScript naming convention. Haven't changed all of the codebase yet, just some scripts that had a lot of public methods. This fixed 4 of the 7 errors of the linter.
* gdformat .
* Lint code - Part 1
* Format code - Part 2
* Lint code - Part 2
Trying to fix the max allowed line length errors
* Add normal_map_invert_y to the image .import files
Because of Godot 3.4
* Do not call private methods outside of the script's scope
Lint code - Part 3
* Format code - Part 3
* Fixed more line length exceeded errors - Lint code Part 3
* Export array of licenses - Lint code part 4
* Clean hint_tooltip code from Global
Removes a lot of lines of code
* Create static-checks.yml
* Fix FreeType's license
* Symmetry guide color work
* Changed to semi-transparent guides from red, blend slight blue into symmetry guides for variation
Co-authored-by: MrTriPie <MrTriPie>
* Tweak right side panels to use less empty space
* Add fake grabber to tools panel. Add a bottom margin. Fix a few issues with resizing.
* Fix tallscreen mode. Set a bit smaller animation timeline min height.
* Change Preferences visibility settings
* Update Main.tscn
* Fix crash when changing to tallscreen and then switching themes
Co-authored-by: Manolis Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
Instead of having a gazillion icons for each tool and its blue-orange variations, which led us to create 4 different textures for each tool, now we only need one texture for each tool and each theme. The blue-orange background has been made into a different TextureRect for each button.
This makes it easier for people to create new tools. Now, each new tool requires 3 textures (to cover every theme), instead of 12(!). I'm hoping to bring the number down to 1 in a future commit, by automating the theme color converting process.
* Replace old palette system with a new one
* Replace default json palettes with new resource versions
* Add missing translation strings
* Fix Erevoid's issues 2, 3 and 4
* Rewrite palette grid to improve performance
Add middle click scrolling
* Fix index conversion functions
* Fix palettes editing by copying them to XDG user write path
* Add Windows specific fixes
* Add import support for old json palette format
* Add create/edit palette settings check.
Hide add/delete color buttons when no palette is displayed.
* Move get_tile_mode_rect() method to the Project class
* Refactored isometric grid
Now it should be drawn properly in the target rect.
Settings (in pixels):
- cell's AABB size,
- offset from the canvas origin.
* Draw grid only over the Canvas (when in tiling mode)
* Replace some magic numbers with enums.
It's too easy to break something when adding something new in here. Should be a little harder now.
* Added Pixel Grid.
- Pixel grid is shown only when it's enabled and camera is zoomed close enough.
- Settings: pixel_grid_show_at_zoom (as a percentage because that's what's shown in the settings panel), pixel_grid_color. Default values might need changing.
- To distinguish between grid and pixel grid default settings for grid width, grid height are changed.
- Now both grid and pixel grid are drawn above (after) tile mode. Grid is drawn above (after) pixel grid.
* Add shrink option that allow change default shrink
Shrink option allow to scale the godot application. This path enable
dynamic change of this value in the options.
* Fix the computation of cursor location
For an unknown reason the function get_local_mouse_position return
incorrect current_pixel when shrink is not 1. This path compute the
transformation manually and povide correct values for any shrink value.
- The CJK font (for Chinese & Korean) was changed to DroidSansFallback from NotoSansCJKtc. This results in a much smaller exported `.pck` (over 10MB less)
- Fixed Chinese and Korean characters not displaying properly in the Splash dialog and the About dialog.
* Theme edits
Changed all the themes to be more consistent, buttons and panel containers have rounded edges. Note that the spacings have been switched too, so it needs subtle remakes in the placing of each element. Especially the tool buttons. Also check the themes on preferences (need better spacing) and rulers are not included.
* Some UI fixes
* Reduced size of themes
* Fixed more spacing issues and replaced timeline grabber icon
* Removed old theme icons
* Change purple and light rulers
* Fix purple top menu & caramel rulers
Co-authored-by: Erevoid <Erevoid@users.noreply.github.com>
Co-authored-by: OverloadedOrama <35376950+OverloadedOrama@users.noreply.github.com>
Added the ability to change grid type in Preferences, and made an isometric cell size value which affects just the size of the cells of the isometric grid. Also updated translations.
I mostly did it so I could move tile mode logic into a new node, so I could have control over the drawing order. TileMode.gd also always draws 8 blank rectangles, which are being drawn on top of the grid, in order to hide it if it gets out of boundaries. We are now very close to implementing an isometric grid, #305.
This shouldn't have much of a performance impact, but some more testing is most likely needed.
Instead of drawing individual lines, execute draw_isometric_tile() multiple times. What this method does is basically draws a single isometric tile, which then gets repeated for the entire canvas size. Also moved all the grid logic to a new script, which gets updated less often that Canvas.gd, for optimization purposes.
Works better than the previous method, although it might be a bit slower, and currently does not work well if the canvas size is not divisible by the grid size. For now, it only gets affected by the grid width. Changing grid height has no effect.
A Project class contains project-specific data like name, undo_redo, frames, layers, tags and brushes. These variables have been moved from Global. This is the first step towards multiple tab support, where each tab will be a different Project.
The Canvas is now single node, instead of having multiple canvases for each frame. This should also be a performance optimization, since there are less canvas nodes, so there are less _input() calls. It should also fix a rare Undo/Redo issue with motion drawing and making lines. Could be unstable, needs more testing.
As a side effect, the guides are now the same for all frames, so this should also close #246.
ColorAndToolOptions has now the same code for left and right tool options, with more similar refactoring coming soon to places like Canvas and DrawingAlgos