Fixes #377. The issue was that the shader material was being shared with the background of the cel buttons, and when the cel button transparent background was resized, the canvas transparent background was also affected.
- All colors move towards yellow when lighting, and purple when darkening. The logic has become more complex, so it doesn't just increase (or decrease) the hue when lighting (or darkening). This solves issues with green and blue.
- Added limits to the hue when lighting and darkening, limits to the value when darkening, and to the saturation when lighting.
This behavior should eventually be documented to explain how it works to the users.
When the user switched from one project to another, which had a larger size, the preview of the ImageEffect was trying to set pixels out of bounds, only when the affect option was different than "Current cel"
* Improved tiling feature
* Removed some unwanted code
* Fixed the bug mentioned by overloaded
* Added the requests by overload
* changed the y value which was given x value before
* 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.
* Add request #276
* Remove a warning message
* Some fixes
* Bug fix. Remove Global.save_project_to_recent_list() from src/Main.gd
Co-authored-by: Daniel Simon <dasimon@gmx.org>
Export.was_reported was keeping its value when switching projects, instead of being project-specific. Also fixed issue where imported images were not remembering the directory_path and file_name when switching projects.
More specifically, the color picked sometimes failed to pick transparent color (and picked black instead), swapping between colors when one of them is fully transparent made it fully opaque, and also when picking a color from a palette which was fully transparent made it fully opaque.
Closes #364
It now first attempts to serialize the project data and turn them to JSON, and then opens the file. This is a lto safer because, if a crash happens in the serialization, the file is not already open, and therefore it does not get corrupt. Earlier, if a crash happened, the file would be empty. This meant that if that file existed previously, all of the data would be lost.
* Sync for my local files to my repository
* This is frame properties update, it works but I can't be stored while
saving or loading and that makes crashes just the beggining :)
* I forgot this files :P
* Frame Properties update.
* Updating frame properties
* Update Translations.pot
* Changes to CanvasPreview and CelButton change
Creating palettes from sprites has been enhanced - you can now choose if you want to get colors from the selection, current cel, entire frame or all frames, and if you want the colors to have an alpha component.
* 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>
* Created dummyBtn which holds the ButtonGrp
Also added the swatch Buttons to the same group.
* Bug Fixes
Also Updated the EditPalettePopup since it uses the PaletteButtons.
This will be the parent of all (or most) image effect dialog nodes. Currently only parent on FlipImageDialog, will change to be parent of the rest of the effects.
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.
This comes with the benefit that we no longer need a Viewport node in the ShaderEffect dialog, which lets us have the Preview TextureRect at a fixed size. Previously, the preview was scaled based on the image's size, which would make applying shaders to large images very inconvenient, since the dialog would be way too big.
Not sure if options for RGBA channels are really needed here, but I kept them from invert colors. We could remove them in the future if they are unneeded.
* Split export code from export dialog to Export.gd autoload
Clean access to child nodes of export dialog
* Fix export variables set in Main.gd
* Fix more wrong variable assignments
Co-authored-by: alexhayoo <65853178+alexhayoo@users.noreply.github.com>
If the loaded shader has uniforms, they will be exposed to the UI, so the users will be able to modify the shader parameters easily. Currently only works with float uniforms.
This new feature allows users to load a .shader file (must be a GLES2 Godot shader) that will modify the image itself. This feature is experimental and possibly buggy, not all shaders are working properly and I'm not sure yet why. As such, this feature may not be included in v0.8 stable.