* Create a custom PixeloramaImage class, initial support for indexed mode
* Convert opened projects and images to indexed mode
* Use shaders for RGB to Indexed conversion and vice versa
* Add `is_indexed` variable in PixeloramaImage
* Basic undo/redo support for indexed mode when drawing
* Make image effects respect indexed mode
* Move code from image effects to ShaderImageEffect instead
* Bucket tool works with indexed mode
* Move and selection tools works with indexed mode
* Brushes respect indexed mode
* Add color_mode variable and some helper methods in Project
Replace hard-coded cases of Image.FORMAT_RGBA8 with `Project.get_image_format()` just in case we want to add more formats in the future
* Add a helper new_empty_image() method to Project
* Set new images to indexed if the project is indexed
* Change color modes from the Image menu
* Fix open image to replace cel
* Load/save indices in pxo files
* Merging layers works with indexed mode
* Layer effects respect indexed mode
* Add an `other_image` parameter to `PixeloramaImage.add_data_to_dictionary()`
* Scale image works with indexed mode
* Resizing works with indexed mode
* Fix non-shader rotation not working with indexed mode
* Minor refactor of PixeloramaImage's set_pixelv_custom()
* Make the text tool work with indexed mode
* Remove print from PixeloramaImage
* Rename "PixeloramaImage" to "ImageExtended"
* Add docstrings in ImageExtended
* Set color mode from the create new image dialog
* Update Translations.pot
* Show the color mode in the project properties dialog
Making its behavior more intuitive and consistent with the other panels. This also allows for multiple projects to be recorder at the same time, something that was not previous before. Changing projects now also changes the UI accordingly, depending on whether the current project is being recorded or not.
This change also fixes a memory leak, where either the first ever project or the last recorded one, stayed forever referenced in memory by the `project` variable.
Also fixed an issue where the recorder's settings size label was not showing the correct project size.
The addition of the erase blend mode from #1117 resulted in loading pxo files from v1.0-v1.0.3 to have incorrect blend modes in their layers, if they are set to anything below normal, because the values of the `BaseLayer.BlendModes` enumerator changed.
* experimental support for texture changes
* fix some typos
* formatting + some improvements
* Some final touches, i think it's ready now
* moved a function to the shaderloader
* formatting
* add a void
* Blend group layers on `DrawingAlgos.blend_layers()`
* Support group layer blending on the canvas
* Allow editing of group layer properties
* Fix issues with group layer blending in canvas, and unite common code
* Group layers can now be used as clipping masks
* Make move tool preview work on child layers
* Change OffsetImage's `blend_layers()` to support group layer blending
* Support group layer blending in the canvas preview
* Fix layer blending mode, clipping mask opacity and cel opacity not being updated automatically if the layer/cel changed is not selected
* Add a pass through blending mode to layer groups
Fingers crossed that no bugs were introduced
* Fix issue with layers that belong to pass through groups not updating their textures on the canvas automatically on undo
You currently cannot move multiple cels on different layers, they still act as swapping. Eventually I'd also like to implement moving cels between different layers, but they would also have to be on the same frame. I don't think moving cels between different layers and frames at the same time is possible.
This has no effect on non-Steam builds. Steam achievements are mostly for fun, but can also be educational because they can let users know of certain features and functionalities. It's using the GodotSteam GDExtension, but because I do not want to bloat the GitHub repository with things that are not needed for most builds, I decided not to include the GDExtension files, and instead check if the `Steam` class exists in `ClassDB`. The new SteamManager class pretty much does nothing on non-Steam builds, so do not worry about bloat.
In the future we could even take advantage of more of Steam's features, such as Cloud storage for pxo files.
This only works for frames at the moment, not layers and cels. Layers may be harder to support because they also have children. Supports both the "move left/right" options and drag and dropping. Frame swapping (with control) only works when one frame is selected, because I am unsure how they should be handled, especially when the selected frames are not continuous.
Didn't encounter any issues on my testing, but more testing is always welcome.
Allows users to change project name and add custom user data. I was not sure where to put this, so I put it under the Edit menu. It might be a good idea to add a new "Project" menu in the future, and perhaps Scale Image, Resize Canvas and Crop to Content/Selection could be placed there, as they always affect the entire project.
The previous backup code was unnecessarily complicated, hard to read/understand and prone to errors. The new system simply stores the save and backup paths in the `Project` class, and stores the backup files inside `user://backups`, instead of having their file paths be in `cache.ini`.
A very simple implementation, not as complex as something like #768 yet, but it can be done in the future.
The main current limitation is that it doesn't work with group layers as of right now.
Godot 4 has changed how ImageTexture works, as now it doesn't work when the Image is empty. Thus, we need to add Images to PixelCels right when they are created, before the linked cel logic is being handled.
* Update 3DShapeEdit.tscn
Change the menu button to flat to indicate that it is a button that you can press and not a label
* Changed Signal names to make sense
Note: I did not change functions in the ExtensionsAPI
Changed signals in Global.gd (and everywhere else they are referenced) from *_changed to *_switched
* Bonus Signal
Added a signal in Global.gd that gets emitted just before the project is changed.
Added project_changed to Global.gd which also emits what project was changed by an action (not switched).
* Formatting
* Reference Image Updates
* Fixed static typing
Fixed static typing in "src\UI
\ReferenceImages\ReferenceEditPanel.gd"
Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd"
* Tried fixing the static typing again
Removed lambda functions for the confirmation dialog.
Removed irrelevant print statement.
* Tried fixing static typing again
I think its fixed now
* Changed Spacing
* Fixed Trailing Whitespaces and tabs
* Fixed Final Trailing Whitespace
* Fixed styling and removed useless enum
* Removed double tabs left over from previous commit
* Fixed remove ConfirmDialog Showing on startusp
* Tried Fixing gdlint issues
* Fixed Linting
* Fixed Spelling issues
* Drag and drop to rearrange reference images
Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support.
Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created)
Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel.
Added some more translations.
Remade ReferenceImageButton.tscn to allow for drag and drop
Added drag highlight
* Added Icons
Added icons for the tools of the Reference Images
* Applied the icons to the UI
* Fix Scripting Issues
* Fixed Linting
* Rename Move.png to move.png
* Update Canvas.gd
* Updated the tooltips
Also added the correct translations
* Rename Select.png to select.png
* Rename Select.png.import to select.png.import
* Rename Move.png.import to move.png.import
* Rename Rotate.png to rotate.png
* Rename Rotate.png.import to rotate.png.import
* Fixed import files
* Rename Scale.png to scale.png
* Rename Scale.png.import to scale.png.import
* Added logic to update the reference panel when the project changes
Also fixed visual bugs related to highlighting the current reference image.
Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing)
* Update Project.gd
* Save pxos as zip files in disguise
* Load pxo files as zip
* Add a checkbox in save dialog to let users include the final blended images in the pxo or not
* Basic logic for layer effects
* Add an FX button and the ability to add effects, no way to remove or change properties of effects yet
* Basic and ugly UI for adding and removing effects, no property changing yet
* Swap effects
* Fix preload shader paths
* Change parameters for layer effects
* Change gradient parameter in layer effect shaders, and other fixes
* Use CollapsibleContainers for the shader properties
* Set the correct gradient interpolation mode and color space in the UI
* Make effects of group layers apply to children
* Change `apply_fx` to `apply_effects`, formatting, some extra doc comments
* Apply effects to other canvases, when merging layers and when exporting
* Display humanized names of the shader unifrms
* Some UI improvements to the LayerEffectsSettings
* Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons
* Change BaseLayer.apply_effects() to take a cel as a parameter instead
* Make layer effect buttons be affected by the modulate icon color
* Add option in the View menu whether layer effects are displayed in the canvas or not
* Rename `apply_effects()` to `display_effects()`
* Add translation strings
* Add nearest filter to the gradient map
* Don't change Main.tscn
* Fix more translations
* Change the default cursor shape of the generated UI elements of the layer effects
* Add undo/redo and effect application (apply effect destructively)
There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless.
* Make layer effect application work on all cels
* ExtensionsAPI.gd to ExtensionsApi.gd
* added docs to outer Api
* added empty line
* added docs to GeneralAPI
* added docs to MenuAPI
* added docs to DialogAPI
* added docs to PanelAPI
* added docs to ThemeAPI
* added docs to ToolAPI
* added docs to SelectionAPI
* added docs to the remaining APIs
* fix typo
* formatting
* linting
* linting
* documented AnimationTag class
* documented BaseCel class
* more accurate instructions to generate api
* improve/clean docs a bit
* documented BaseLayer class
* linting
* added some more docs
* Update BaseLayer.gd
* typo
* added some more info
* part 1/2
* part 2/2
* increased pxo version
* improvements
* formatting
* formatting (missed this one on last commit)
* fix capsule and text 3d
* formatting
* fixed capsule shape
* Fixed text mesh and exposed some new parameters
* fix some typos
* Fixed some bugs
* minor typo
* formatting
* thin lines on hover, thick lines on select
* add proposed changes
* Preview blend modes
No support for exporting and layer merging yet. Also need to fix the move tool preview.
* Preview blend modes on tile mode
* Raise layer limit to 1024
* Export images with layer blending modes
* Save blend modes in pxo files
* Merge layers with blending modes
* Fix crash when adding a new layer
* Preview blending in the other canvases
* Update DrawingAlgos.gd
* Move tool preview
* Re-arrange blend menu and add lighten, darken, linear burn and exclusion
* Add divide blend mode
* Add hue, saturation, color & luminosity blend modes
* Undo/redo when changing blend modes