ShaderLoader now gets the VisualShaderNodeTextures of the VisualShader into account, allowing for visual shaders that are being loaded to have default textures.
Used for shaders that need noise textures.
Still WIP. needs the nodes to set their appropriate values when setting a noise texture. Which means I'll probably have to re-write the whole thing, yay :D
Simply add `uniform float PXO_time;` in the shader's uniforms, and replace all instances of `TIME` with `PXO_time`. This will make the shader animate per frame.
Finally expose the feature of importing custom shaders as image effects, and implement custom shader loading for layer effects as well. To load a shader, drag and drop a .gdshader file into Pixelorama and it will get copied into `user://shaders`. Then, in the Effects menu, a new "Loaded" submenu will appear, and the new shaders will also be available in the layer effects dialog. Since they are stored on a persistent location, the shaders will also be available on the next times Pixelorama will launch as well.
* Initial work on audio layers
* Load ogg audio files
* Fix playback position
* Support mp3 files
* Play audio at the appropriate position when the animation runs, and stop when the pause button is pressed
* Change audio cel textures for the cels where audio is playing
* Fix audio not playing at the appropriate position
* Don't play audio is layer is invisible
* Set the audio layer names to be the imported audio file names
* Import audio from videos
* Export videos with audio
Only works with mp3 for now
* Remove support for ogg audio files as they cannot be saved
At least until I find a way to save them. Wav files will be supported with Godot 4.4
* Fix adding/removing in-between frames breaking the visual indication of audio cels
* Minor code improvements
* Export audio in videos with custom delay
* Support frame delay
* Change the frame where the audio plays at
* Fix crashes when the audio layer has no track
* Remove unneeded cel properties for audio cels
* Pxo loading/saving
* Load audio files from the audio layer properties
* Change the audio driver to Dummy from the Preferences for performance reasons
* Clone audio layers, disable layer merge and FX buttons when an audio layer is selected
* Easily change the playback frame of an audio layer from the right click menu of cel buttons
* Update Translations.pot
* Some code improvements and documentation
* Stop audio from playing when looping, and the audio does not play at the first frame
* Update audio cel buttons when changing the audio of the layer
* Mute audio layer when hiding it mid-play
* Only plays the portion of the sound that corresponds to the specific frame so maybe we should do that as well
When the animation is not running. If it is running, play the sound properly.
* Some code changes to allow for potential negative frames placement for audio
This woud allow audio to be placed in negative frames, which essentially means that audio would start before the first frame. This is not yet supported, however, because I don't know how to make it work with FFMPEG.
Not the most performance-friendly solution, but it works. If users encounter performance issues in the future, we should rewrite this, as it does the same for loop two times.
* When picking color, ensure that the correct index is selected
* if drawing over same color in index mode, check and update index as well
* revert an optimization (croping indices image before display)
* typo
* add a way to see indices
* fix some things
* Fixed more than one swatch selected if there is the same color available in an earlier swatch
* fixed wrong index drawn when moved to an smpty swatch
* make active_button public
* fixed wrong color getting stored in array (similar fix to #1108.)
* If the color selected in the palette is the same then it should take prioity.
* formatting
* hide 0 index
Fixes some issues with the Palettize effect where the output would be different if the palette size changed and empty swatches were added, even if the colors themselves stayed the same.
* 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