* 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
* Set project name. Also fixed a bug
Added ability to set project name also fixed a bug that "if the aspect ratio button is pressed and a template of different width and height were selected, then the button also applied on them e.g a template of (but it shouldn't)"
Example: write 1 in width, 2 in height, enable aspect ratio, and then try to change template... a template of 256x240 will give 120x240
* Add files via upload
* Adjust save name to project name
* Add files via upload
The lock aspect ratio button has been changed from a checkbox to a texture button and the template code has been refactored to use a Template class instead of enums. Only dark icons have been added for now.
This will allow us to create more selection tools in the future, that aren't necessarily rectangular (See #129) and even enhance the current rectangle selection tool (See #56)
Current issues spotted so far:
Drawing is slower for large images, and bucket filling is also considerably slower even on a 64x64 image. Optimizations are required.
The default image width, height and fill color are being used only when the program first launches. After that, if the user creates an image with changed settings, these settings are being kept.
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.