When the user clicked on a layer container to change its name and then clicked away, the program crashed. This was because the name of the layer was changed (`Global.layers[i][0] = new_name`), and Global.layers_changed() was being called, which removed all of the layer container UI and re-created it.
This is unneeded to happen when only the layer name changes, so I added a boolean to skip the execution of the method.
Oddly enough, the crash was not happening on Windows (at least on my end) and it was working as expected. Godot's output terminal was not showing any error messages, either.
The first time the link button get pressed, the currently selected cel is being linked. In futue commits, new frames will be linked on layers where the link button is pressed.
Trying to merge layers into the timeline, and eventually add more features like "share layer with all frames", among others. THIS IS NOT FINISHED, IT WILL *NOT* WORK PROPERLY. Once it is finished, this branch will be merged onto master.
So far only add layer and add frame work, and even they may have some issues. Undoing also does not work properly yet.
The UI is also not finished, as it currently has problems with the scroll containers.
Added a slider under the layer add/remove/etc buttons that changes the currently selected layer's transparency. It gets saved in .png and .pxo files, while respecting non-opaque pixels in the image too. Which means, their alpha values aren't being overwritten.
Everything should now be translated in Greek. Will update if I have forgotten anything. Also made some changes to the layer and frame button colors and layer position.
- When renaming a layer, the line edit grabs the focus. If enter is pressed, it gets invisible. Also fixed positioning and size
- Re-organized the variables in Global, now they are less messy and randomly placed
- Layer, frame & brush textures stretch mode has been changed to Keep Aspect Centered
- New UI icons for the tools, layer and frame buttons.
- Removed clone, remove and move frame buttons. You can now right click on a frame button to do these actions instead.
- Added first, previous, next and last frame buttons to the timeline.
- Added rulers for the main canvas viewport.
- Window size bumped to 1152x648.
- Default FPS is now 6 instead of 1.
- Fill tool renamed to Bucket.
- Mouse default cursor shape for the canvas is the arrow instead of cross.
- Mouse default cursor shape for the mirror and onion skinning buttons is the pointing hand.
- Added support for custom brushes. When you Ctrl-C a selection, it gets added to the list of custom brushes. Each mouse button can have a different brush, and the user can choose whether their color comes from the brush itself or the selected color in the tool options. They can also be resized based on the selected brush size.
- Custom brushes are also being saved on .pxo files.
- You can now crop images (per frame). All layers of that frame are taken into account and are affected.
- Added split screen support. The user can toggle between single screen and split screen, where a second canvas is being shown. Note that you cannot draw on the second canvas.
- Added an About Pixelorama selection on the new Help menu.
- Project assets are re-organized.