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484 commits

Author SHA1 Message Date
Variable 906123bab1
Sync import options (#624)
* sync import options (1/2)

* sync import options (2/2)

* resolve format check

* a minor improvement +

some code formatting

* some more formatting

* Some  more formatting

...the checks becoming a pain...

* again you guessed it!

CODE FORMATTING

* used checkbutton instead of simple button

* formatting
2022-02-25 16:08:11 +02:00
Manolis Papadeas 8e126c3bab Load shaders by dragging and dropping and support hint_range values
This is for the experimental shader feature, which isn't exposed to the user yet.
2022-02-24 03:38:13 +02:00
Manolis Papadeas e0d2393eb2 Fix crash when importing .tres files that are not palettes 2022-02-16 18:23:32 +02:00
Manolis Papadeas a29aadd519 Use deferred mode for gradient color pickers - Closes #645 2022-02-14 15:37:18 +02:00
Manolis Papadeas 8394f252f7 Implemented a system that lets the user make and delete their own UI layouts
Layouts are being saved as .tres files in user://layouts
2022-02-06 01:49:54 +02:00
Manolis Papadeas 26d5b8de40 Added MysteryStudio to the splash screen 2022-02-05 23:50:02 +02:00
Variable 748a172b7b
Transparency fixes (#641)
* added a node path

* removed a line that's not needed

* added shader transparency "illusion"

before it "Alternate transparent background" was used.

* code formatting

* shader for ui transparency

* some more formatting

* more formatting...
2022-01-31 02:18:04 +02:00
Manolis Papadeas e2bb0b8440
New UI system using Dockable Containers (#640)
* Add dockable container plugin

Experimenting with it, also added a tabs_visible property to the DockableContainer. Removed some code about Tallscreen from Main.gd, but not all of it.

* Add a panel behind the UI, temporarily restore the dark theme

* Remove tallscreen code

* Add edit mode, toggles DockableContainer's tab visibility on and off

* Split tool options into color pickers, left and right tool options

* Remove alternate_transparent_background

* Re-order tool buttons on resize

* Clip content in timeline

* Changes to the tool panel

* Removed some old unused node variables

* Restore Zen mode

* Set tabs_visible = false by default

* Better way to set tabs_visible = false by default

* Added the license of godot-dockable-container

* Remove unneeded lines

* Update README.md

* Restore window transparency with the canvas

It makes all of the TabContainers transparent however, which may not be what we actually want.

* Change tab names of the UI elements

* Remove unneeded nodes from ColorPickers.tscn

* Update default.tres

* Let the user hide elements individually

* Add some checks in HandleThemes

* Center tool icons

* Remove unneeded custom panel in SplashDialog

* Bump version to v0.10-dev and some other minor changes

* Fix crash on Zen Mode

* Added a hacky way to fix the issue with the palette panel size
2022-01-30 00:47:25 +02:00
Manolis Papadeas 35b10a1cc4 Rewrite the translators code 2022-01-24 20:11:39 +02:00
Manolis Papadeas 686a49d4c5 Release v0.9.2-stable 2022-01-21 16:03:53 +02:00
Manolis Papadeas 2f9960e15e Update AboutDialog.gd 2022-01-11 03:40:46 +02:00
Variable bbc56e253e
Spritesheet layer improvements (#623)
* Drastically changed an old func()

"open_image_as_spritesheet_layer" (Hope i didn't break anything...)

* removed whitespace

* some minor changes

spritesheet "Start frame" no longer restricted to existing frames number
and a minor UI change

* solved some format errors
2021-12-28 23:45:46 +02:00
Manolis Papadeas 311f4dd70b Add missing line to Desaturate and InvertColors, and made some changes to ShaderImageEffect 2021-12-27 00:08:06 +02:00
Manolis Papadeas 50885b8769 Release v0.9.1-stable 2021-12-20 13:45:53 +02:00
Manolis Papadeas 47943703ec Update CHANGELOG & AboutDialog 2021-12-07 02:20:12 +02:00
Manolis Papadeas 086c6c5b9c Remove unneeded font changing code
Welp, I just found out that Godot's font resources have fallback options. Better late than never, I guess.
2021-12-03 02:39:10 +02:00
Manolis Papadeas 563aab3137 Update AboutDialog.gd 2021-12-03 01:45:57 +02:00
Manolis Papadeas 67ec887ad1 Just one method for undo/redo in Global.gd 2021-12-02 02:22:32 +02:00
Manolis Papadeas f70efe3076 Move new_empty_frame() to Project.gd from Canvas.gd
This commit also changes the behavior of the fill color. The new cels now only get filled with the Project.fill_color if they are on the bottom layer.
2021-12-01 20:50:50 +02:00
Manolis Papadeas 4c60ef144f Fixed project not having the correct size if the default image size has been changed in the Preferences
Ideally, the new_empty_frame() method should be removed from Canvas and should probably go to Frame or Project.
2021-12-01 20:02:39 +02:00
Manolis Papadeas f3d696ef81 Clear code from ShaderEffect.gd
Now inherits from ImageEffect and uses a ShaderImageEffect to generate the image. We get to clear duplicate code that was shared between ShaderEffect.gd and ShaderImageEffect.gd this way, and it also uses the undo/redo logic from ImageEffect instead of Canvas.gd.
2021-12-01 03:41:20 +02:00
Manolis Papadeas 2cab2af561 Preload image effect shaders 2021-12-01 03:04:40 +02:00
Manolis Papadeas 72aef23cce UI changes to the onion skinning settings
Also changed the ignore text to the "_io" suffix instead of "ignore_onion", because this is quicker to type.
2021-12-01 02:28:12 +02:00
Manolis Papadeas 15d987ebae Changed behavior of flip image to make it work as expected with selections
The selection itself also gets flipped, if there is any
2021-11-30 02:42:35 +02:00
Manolis Papadeas c6b9a1fb82
Format code and add static checks (#599)
* 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
2021-11-25 14:48:30 +02:00
Manolis Papadeas 88365301fb Change window opacity settings to a dedicated dialog with a slider and a spinbox
Changed from a popupmenu with fixed settings. This should give more freedom to the user while improving UX.
2021-11-22 04:47:41 +02:00
mrtripie 969aed8070
Cache Save/Open Sprite Dialog's directory, and keep dialogs synced (#559)
* Open/Save Sprite Dialogs now have their directory cached so when reopening Pixelorama they will be set to that directory. Load last project and load recent project also syncs with the open/save dialogs and caches that directory

* Sets a projects default file path to the cached file directory (not sure about) and if the export directory is blank, use the cached file directory

* Changed 'file_dialog_dir' to 'current_dir'

Co-authored-by: MrTriPie <MrTriPie>
2021-11-17 00:17:02 +02:00
Manolis Papadeas 18ed5b2a05 Update CHANGELOG & AboutDialog 2021-10-07 16:57:26 +03:00
Manolis Papadeas f948c24430 Fix Changelog URL 2021-09-24 17:39:02 +03:00
Variable 41d88c1839
Boost HSV and Rotation sliders (#531)
* Added a timer to filter out useless values

This timer will determine if you actually want to view these changes or just want to skip ahead

* a live preview checkbox

* Some dialog improvements

* Minor changes/adjustments
2021-09-23 21:25:35 +03:00
Laurenz Reinthaler ad37c67690
Add buttons for looking at different splash-screen artworks (#538)
Fix overlooked line of code
2021-09-22 16:06:30 +03:00
Manolis Papadeas dc413eb724 Update the splash screen with 3 new artworks for v0.9
Art by Wishdream, Roroto and Kamilayza
2021-09-17 16:37:16 +03:00
Manolis Papadeas 3d0d0b0335 Bump version to v0.9-rc3 2021-09-06 17:21:10 +03:00
Manolis Papadeas da8bc0d057 Added a "Licenses" tab in the About menu, which displays Pixelorama's license as well as the software it depends on, such as Godot 2021-09-05 01:07:12 +03:00
Variable fb93143906
Dialog improvements (#530)
* Dialog Improvements

Preview now scales with resizing Dialog
2021-08-31 05:38:11 -07:00
Manolis Papadeas e088820c74 Bump version to v0.9-rc1 2021-08-28 20:01:05 +03:00
Manolis Papadeas 1d20295f7d Keep images unlocked after editing them - Should close #331
Not sure if this actually solves the issue or just makes it more rare, but I haven't been able to reproduce any PoolVector locking issues so far. The problem was that images were remained locked essentially all the time, which seemed to cause issues. Maybe other PoolVectors could not get locked?
2021-07-25 21:49:37 +03:00
Manolis Papadeas a46f21265e Update CHANGELOG & AboutDialog 2021-07-06 14:03:41 +03:00
Manolis Papadeas 0bcb65db62 Update AboutDialog.gd 2021-07-05 19:32:12 +03:00
Manolis Papadeas 98d41fca14 Remove Global.find_node_by_name()
Use the built-in find_node() method instead.
2021-06-26 14:01:07 +03:00
Manolis Papadeas e4aff633bb Change "Current cel" strings to "Selected cels"
Because now we have the ability to select multiple cels
2021-06-25 17:58:41 +03:00
Manolis Papadeas db0799bc12 Added Ukrainian 2021-06-21 00:24:39 +03:00
Manolis Papadeas feece75935 Added Norwegian Bokmål 2021-06-11 19:38:34 +03:00
Manolis Papadeas 12ce12a292 Replace button icons with single-color textures that change color automatically depending on the theme
There is no longer any need for having specific graphics for each theme, as white colored textures can change their modulation to any color.
2021-06-03 22:42:08 +03:00
Manolis Papadeas 2a9420700b Fix image effect preview background not keeping its aspect ratio 2021-05-30 19:20:56 +03:00
Manolis Papadeas 207b3a5630 Update ShaderEffect.gd 2021-05-30 17:42:50 +03:00
Manolis Papadeas 4e8acdf002 Updated Translations.pot and some tool hint tooltips 2021-05-25 02:51:10 +03:00
Variable 0257adb97b
Set project name (#490)
* 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
2021-05-24 07:03:56 -07:00
Manolis Papadeas 5f84629144 Update AboutDialog.gd 2021-05-04 13:57:40 +03:00
Manolis Papadeas 3db2673309 Prepare for v0.8.3-stable 2021-05-04 13:44:06 +03:00
Manolis Papadeas afd7cc43c9 Rename move_content methods to transform_content 2021-04-23 23:37:07 +03:00
Manolis Papadeas 28cfe9bf77 Got rid of the deprecated enabled_focus_mode
Godot 3.3 has arrived!
2021-04-22 02:11:35 +03:00
Darshan Phaldesai dca76afe17
Shader based invert, desaturate and HSV dialogs (#475)
* Shader based invert, desaturate and HSV dialogs

* Bug fixes
2021-04-21 05:31:33 -07:00
Manolis Papadeas 27cb0d2d2f
New selection system (#474)
* Basic move tool

* Added marching ants effect on the selection borders

* Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist

- Create multiple selection rectangles
- Merge them together if they intersect
- Move the selections (without contents as of right now)
- Gizmos are being drawn but they are not functional yet

Code is very ugly.

* Sort vectors counter-clockwise to be used as polygon borders

I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere

* More experiments I may or may not need

Trying to generate a polygon from the individual selected pixels

* Change default rectangle select behavior and ability to clip polygons using Control

* Fix rectangle selection clipping

* Split polygon into two with selection subtracting

* Move selection with contents with the move tool

Code is still a mess, don't bother looking.

* Move some methods from SelectionShape.gd to Selection.gd

The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow.

* UndoRedo for border moving

Nothing else in the selections system works properly in UndoRedo right now. Needs:

- UR support for creating selections
- UR support for modifying selections (merging and cutting selections together)
- UR support for removing selection
- UR support for moving content

& for all the rest of the remaining features

* Moving all of the selection shape logic to Selection.gd

Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up.

* Move tool works again

Buggy and messy, of course.

* Remove unneeded code and restore selection move undoredo logic

* Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image

Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon.

* UndoRedo support for creating, deleting, merging and clipping selections

UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class.

* Confirm & cancel selection movement, should support undoredo properly too

Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too.

* Mirror View affects selection

* Restore Cut, Copy, Paste and Clear Selection

Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too.

* Created a new Select menu, which has Select All and Clear Selection as options

Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons.

* Draw gizmos as rectangles

No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events.

* Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts

Still no functionality yet.

* Restore label text

* Minor optimization when clipping selections

This will execute the for loop less times

* Made a Gizmo class, cursor change on hover, has_focus = false on mouse click

Now I should actually make them resize when dragged, aye?

* Very basic gizmo resizing, still a WIP, does not work properly yet

* Start replacing the array of selected pixels with a BitMap

This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader

Still commit is still a WIP, image effects and brushes may not work properly yet.

Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation.

* Selection works with mirror view

* Draw a black rectangle when the user is making a rectangular selection

After they release the mouse, the black rectangle becomes the selection

* Make Selection.gd update when undoing/redoing

* Fix brushes not working properly with non-rectangular selections

* Added invert selection

* Cache has_selection as a variable for a speedup

* Fix conflict issues with the shape tools

* Made the bitmap image squared so the marching ants effect will be the same on both dimensions

There may be a better way to fix the issue, perhaps inside the shader itself.

* Some optimizations to call selection_bitmap_changed() less times

* Restored almost all of the image effects

Left to do:
- Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection.
- Restore rotation
- Resize bitmap on image resize
- Remove the `pixels` array from the ImageEffect

* Fix Selection.gd not updating when changing project

* Resize the selection bitmap along with image resize

* Restored rotation's old behavior and finally got rid of the selected_pixels array

The rotation does not yet work properly with selections, but at least it now "works".

* Resize selection too when using gizmos

Left to do for gizmos:
- Proper cancel transformation
- Begin transformation
(currently named move_content_start but it should be renamed to something more general) when resizing gizmos
- Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss.
- Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user.

* Image and bitmap resizing now uses the original data and begin transformation on gizmo click

No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel.

* Cancel transformation now works properly when the selection has been resized

* Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool

* Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds

Resizing currently does not work properly with negative (left & up) canvas boundaries

* Flip image when resizing and the bounding rectangle gets flipped

* Call move_content_confirm() when inverting selection

* Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet)

* Flip selection when resizing to negative bounding rectangle sizes

And fix preview_image vertical flipping

* Fix rotation so that it works (almost) properly with selections

Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter

* Experimental gizmo rotation - does not work properly yet

Transforming the selection outside of the canvas is still broken.

* Fix some issues with moving selection out of canvas bounds

* Fix more issues with selection getting resized outside of canvas bounds

* Update marching ants effect properly when switching between projects

And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes

* Made the rotation gizmo part of the gizmos array and resize them based on camera zoom

* Remove unneeded parameter from move_bitmap_values()

* Remove more unneeded parameters

* Move the selection only if the cursor is above it and neither shift nor control are currently pressed

* Gradient generation now works on non-rectangular selections

Although this behavior might not be the intended one

* Copy/paste marching ants effect offset

Useful for when the selection is in negative coords

* Fix issue with clear selection & UndoRedo

* Restore the ability to move selection when it's in negative coords

* Made the marching ants offset a Project variable

This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords.

* Made the "from current selection" palette preset work with the new selection system

* Fix out of bounds error when using the rectangular select tool on negative coords

* Some code cleanup

* Comment out the rotation gizmo for now, since it does not work properly

* Update marching ants shader params and gizmo sizes when the bitmap changes

* Move some methods around in Selection.gd
2021-04-17 11:30:12 -07:00
Manolis Papadeas 0c54470209 Update CHANGELOG & AboutDialog 2021-04-16 22:07:38 +03:00
Martin Novák 42696e7b37
Replace old palette system with a new one (#447)
* Replace old palette system with a new one

* Replace default json palettes with new resource versions

* Add missing translation strings

* Fix Erevoid's issues 2, 3 and 4

* Rewrite palette grid to improve performance
Add middle click scrolling

* Fix index conversion functions

* Fix palettes editing by copying them to XDG user write path

* Add Windows specific fixes

* Add import support for old json palette format

* Add create/edit palette settings check.
Hide add/delete color buttons when no palette is displayed.
2021-04-16 11:09:03 -07:00
Manolis Papadeas 810affb1bc Update CHANGELOG & Translations, clear whitespaces 2021-03-15 03:41:02 +02:00
Variable f9c275d0a4
"SpriteSheet as layer" and "Replace Frame" import options (#453)
* fixed some more bugs

* Removed some more bugs

* Added "Replace Frame" option

It was originally made to use primarily in "Spritesheet (new layer)" but it thought it could also be useful to put it there as an import option

* Update PreviewDialog.tscn

* Update PreviewDialog.gd

* Update OpenSave.gd

* added import option for SpriteSheet and Frame

Now we can add SpriteSheets in current project and Replace frames in current project

* added functions for SpriteSheet and Frames

I added functions that would allow me to add SpriteSheet as new Layer. I also added an option for "Replace frame" (the function "open_image_at_frame()" is originally being used in "open_image_as_spritesheet_layer()" method but i decided to use it as an import option as well)

* Changed contribution name

* Changed contribution name

* Fixed some lines

* fixed sprite lines not updating
2021-02-07 06:43:44 -08:00
THWLF 45be4ee6b7
Added more standart devices from 8/16Bit era (#450) 2021-02-05 03:05:08 -08:00
Manolis Papadeas 4db21dae95 ScaleImage dialog improvements
It now automatically sets the size to the current project's size, has a button to lock aspect ratio, and resizing based on percentage. Some UI changes to CreateNewImage too.
2021-01-27 00:45:12 +02:00
Manolis Papadeas 6edfbad663 Fixed a bug with the Zoom tool, removed Godot's version check from Tools.gd and updated AboutDialog, CHANGELOG and Translations 2021-01-26 16:34:25 +02:00
Manolis Papadeas 93bbfabb99 Refactored CreateNewImage dialog and added portrait & landscape buttons from #402
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.
2021-01-25 22:07:02 +02:00
Manolis Papadeas 6cb525ad92 Update changelog & AboutDialog 2021-01-23 00:27:28 +02:00
kleonc b1c0344d0b
Remove unneeded location variables (#425)
Co-authored-by: kleonc <kleonc@users.noreply.github.com>
2021-01-06 07:11:50 -08:00
Manolis Papadeas 5f56cb523f Update copyright statements to present
Happy new year, everyone!
2021-01-03 21:03:20 +02:00
Manolis Papadeas 031efc0cdb Make FPS project-specific and store it in the pxo files 2020-12-17 02:20:47 +02:00
Manolis Papadeas 05c9ef70d4 Put frame duration as a member of the Frame class
Instead of having a frame_duration[] array in the Project class. This makes the code much more readable and understandable, using less lines of code and, by avoiding an extra array, we also avoid potential out-of-bound array crashes.

The functionality for the user has not changed, and by testing so far I didn't find any issues.
2020-12-16 22:54:08 +02:00
Manolis Papadeas 359f0d473c Added Japanese translation 2020-12-12 15:05:03 +02:00
Manolis Papadeas 4ca4cbcc01 Added Turkish translation 2020-12-10 20:39:29 +02:00
Manolis Papadeas e9de204736 Update AboutDialog.gd
Clean code by putting `create_item` lines of code into their own methods and update missing translators
2020-12-03 23:40:09 +02:00
Manolis Papadeas b1e8bf98d2 Made TransparentChecker shader material unique for the main two viewports
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.
2020-11-26 02:05:05 +02:00
Manolis Papadeas 512507e2c7 Fix "It's not a reference to a valid Image object" error when resizing canvas for the first time 2020-11-26 01:22:11 +02:00
Manolis Papadeas bcd86bd655 Update AboutDialog.gd 2020-11-20 04:23:46 +02:00
Manolis Papadeas 267c9f292c Update CHANGELOG and AboutDialog 2020-11-09 01:18:51 +02:00
Manolis Papadeas 00a4722966 Small UI fixes to the HSVDialog 2020-10-29 22:25:31 +02:00
Manolis Papadeas 0d5b4416a4 Changed CJK font and fixed some character issues
- 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.
2020-10-29 00:45:23 +02:00
Manolis Papadeas 4415f86c56 Update CHANGELOG & AboutDialog, trim trailing whitespaces 2020-10-27 23:03:43 +02:00
Manolis Papadeas e6da4d2b30 Update changelog, translations & AboutDialog 2020-10-24 22:42:53 +03:00
Manolis Papadeas cce4fa4cbb Added more options to the Rotate Image dialog
Now all of the image effects (except those related to resizing) have the same affect options.
2020-10-23 17:50:52 +03:00
Rémi Verschelde d41751d39c
Use '~' prefix instead of '%' for random brushes (#362)
Fixes #337.
2020-10-21 19:07:49 +03:00
PinyaColada 852365c38f
Frame properties (#357)
* 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
2020-10-19 17:57:40 +03:00
OverloadedOrama b67e2b3d7d Update AboutDialog.gd 2020-10-14 13:44:23 +03:00
OverloadedOrama 0506701874 Updated translations & changelog, added PinyaColada to the contributors list 2020-10-09 00:16:00 +03:00
OverloadedOrama f15578fbe6 Added Hugo Locurcio in splash screen & in About dialog as a $10 patron 2020-10-07 17:01:36 +03:00
OverloadedOrama 1fc7cc151d v0.8 - The multiple project & Web update! 2020-09-23 16:51:08 +03:00
OverloadedOrama c0db420f73 Update splash screen with 3 new artworks
Also change copyright notice in splash screen & about dialog
2020-09-23 15:28:03 +03:00
OverloadedOrama cab057b73c Remove filter from PreviewDialog's TextureRect 2020-08-29 19:14:11 +03:00
OverloadedOrama 87ff964742 Updated list of contributors and translators 2020-08-28 21:26:29 +03:00
OverloadedOrama 0a0bf62bcd Each Project has its own export path now
This could be buggy so it needs more testing.
2020-08-28 18:05:49 +03:00
OverloadedOrama 44ecf375fc Removed duplicate code from the image effects and put it into the parent ImageEffect class 2020-08-28 01:20:07 +03:00
OverloadedOrama b53926724e Made image effect dialog previews centered & made them expand vertically 2020-08-26 18:33:15 +03:00
OverloadedOrama b52a7c224a Put a transparent checker background to RotateImage dialog
Also made it extend the ImageEffect class.
2020-08-26 17:49:46 +03:00
OverloadedOrama e88b62ea44 Fixed issue in HSVDialog where the TextureRect would resize on dialog resize 2020-08-26 16:12:35 +03:00
Darshan Phaldesai 60c5ec9ad5
Affect area now affects the previews. (#320) 2020-08-26 14:29:49 +03:00
Matthew Paul 719708fb10
Add transparent checker to export dialog and animation cels (#318)
* Add checker to export dialog

* Add checker to CelButton
2020-08-26 12:45:32 +03:00
OverloadedOrama f121c39ddc Put checker backgrounds to almost all image effect dialog previews
Also made them inherit ImageEffect, resulting in much less and cleaner code. Only RotateImage remains. Partially addresses #206.
2020-08-25 19:49:18 +03:00
OverloadedOrama 2af677016e Created an ImageEffect class
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.
2020-08-25 19:07:12 +03:00
OverloadedOrama b73937fd0c Made HSVDialog a ConfirmationDialog node
To be consistent with the rest of the image effect dialogs
2020-08-25 18:49:12 +03:00
OverloadedOrama a65fc0e00c Added Romanian and Korean 2020-08-25 17:17:43 +03:00
OverloadedOrama 3a88a5c861 Change "Art by" translation string
Found in the splash dialog
2020-08-21 20:13:22 +03:00
OverloadedOrama ff54d2db8e Add a transparent background for flip image dialog preview
Seems to be working fine, will do the same for the remaining dialogs.
2020-08-16 00:07:56 +03:00
OverloadedOrama fe2ed42819 Use VisualServer viewport for applying shader
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.
2020-08-13 01:55:31 +03:00
OverloadedOrama 8734659da1 Added Hungarian, updated list of translators
Norwegian isn't working for some reason.
2020-08-10 03:26:55 +03:00
OverloadedOrama da656df5b7 Added more options to the Gradient Dialog 2020-08-08 19:02:49 +03:00
OverloadedOrama e8683d75bf Fixed export dialog path textedit not being updated when choosing a directory 2020-08-08 17:21:52 +03:00
Martin Novák f3bce3857a
Replace godot-gifexporter with godot-gdgifexporter (#295)
Add exporting in a separate thread and a progress bar
Remove background color option from gif export
2020-08-07 08:13:04 +03:00
OverloadedOrama 65828b328a Change window titles in image effect dialogs 2020-08-04 19:10:50 +03:00
azagaya 6d23f95d07
Added Scale3X algorithm as an option to scale sprites (#290) 2020-08-02 18:24:00 +03:00
OverloadedOrama ebc9eab773 Added dialog with options for desaturation
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.
2020-08-01 04:24:11 +03:00
Martin Novák 6f645d996d
Refactor export dialog (#288)
* 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>
2020-07-31 23:26:52 +03:00
OverloadedOrama 2346ca810b Added dialog with options for invert colors 2020-07-31 03:39:46 +03:00
OverloadedOrama 0d1e45cfe4 Added a dialog for image flipping with options 2020-07-30 00:01:04 +03:00
OverloadedOrama d4fe1f7b12 Moved image effect scene and script files into a new folder 2020-07-29 20:34:27 +03:00
OverloadedOrama 30cd607c65 Made "ImageEffects" node a separate scene
The ImageEffects node is the parent of all image effect dialogs
2020-07-29 20:06:20 +03:00
OverloadedOrama bedede5970 Added more options to the OutlineDialog 2020-07-29 18:25:19 +03:00
OverloadedOrama ec81950139 Experimental shader feature: Expose shader's float uniforms to the UI
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.
2020-07-28 04:11:06 +03:00
OverloadedOrama 8cca37e752 Hid some color picker presets from GradientDialog
And removed some code for setting preview texture flags to 0. The flags are already being set in create_from_image()
2020-07-27 04:47:29 +03:00
OverloadedOrama 94aa94a364 Added a preview in OutlineDialog 2020-07-27 04:36:00 +03:00
OverloadedOrama 4870ebc094 Added checkbox in OutlineDialog for affection selection 2020-07-27 04:11:46 +03:00
OverloadedOrama 585f83e28a Fixed Invert and Desaturate not working on the correct cel 2020-07-25 19:35:46 +03:00
OverloadedOrama 186e2259ac [EXPERIMENTAL] Added ability to load a shader as an image effect
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.
2020-07-25 16:26:57 +03:00
OverloadedOrama 59122f6a13 Fixed issue in HSVDialog using the wrong selected pixels when affecting all projects 2020-07-24 03:53:24 +03:00
OverloadedOrama 2cb07fb848 Added option to affect all projects in the HSVDialog
HSVDialog should be ready now. These options will also appear in the rest of the image effects.
2020-07-24 03:41:10 +03:00
OverloadedOrama 95ccd42e48 Added option to affect all frames in the HSVDialog 2020-07-24 03:28:39 +03:00
OverloadedOrama 1ce89c6577 Added affecting options to the HSVDialog
First option is to affect the selected pixels only. The second it to affect the current cel, or the entire frame (all cels of the frame). Options to affect all frames and all projects will be added next. I also made changes to Canvas.handle_undo() and handle_redo() to make this work.

Once all these options are added successfully in HSVDialog, they will also be added in the rest of the Image effect dialogs.
2020-07-24 03:22:12 +03:00
OverloadedOrama af915caf7a Refactored adjust_hsv to be 3 times faster
adjust_hsv() now gets executed once instead of thrice. The results should be the same.
2020-07-23 04:39:23 +03:00
OverloadedOrama 0f82be765e Replaced the _min and _max Project variables with Project.selected_pixels
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.
2020-07-20 22:15:34 +03:00
OverloadedOrama 8c965c1858 Added ability to change gradient direction 2020-07-18 19:01:24 +03:00
OverloadedOrama 7aee58ec1a Fixed gradient dialog crash
Occurred sometimes when trying to generate a gradient in a different project that has a different size.
2020-07-18 17:29:05 +03:00
OverloadedOrama 29e9579eb6 Added basic gradient generation
A new option in the "Image" menu, gradient generation.
2020-07-18 17:23:36 +03:00
OverloadedOrama 826b4da177 Organized all Dialog nodes in Main.tscn under a parent "Dialog" node
Just to make the scene tree look cleaner.
2020-07-18 02:27:47 +03:00
OverloadedOrama 70ba60cbaa Have "untitled" be the default project name on save & export 2020-07-15 20:27:14 +03:00
OverloadedOrama ebf19c7bfe Disable "open last project" option in HTML5 2020-07-15 18:36:46 +03:00
OverloadedOrama 8ec3256ce6 Have "untitled" as default project name in SaveSpriteHTML5 2020-07-15 18:28:46 +03:00
OverloadedOrama ea717cfea7 CreateNewImage now remembers the last created canvas size - Closes #178
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.
2020-07-15 03:25:59 +03:00
OverloadedOrama c6ccbd4868 Import image file as part of a random brush
The random brush gets loaded only if Pixelorama gets restarted. I'll see if I can change this somehow.
2020-07-14 03:33:01 +03:00
OverloadedOrama 1b561220b2 Merge brush_name_replace() and pattern_name_replace() to file_name_replace() 2020-07-13 22:13:21 +03:00
OverloadedOrama 8c02e696a9 Add hint tooltips for Project Brush buttons when importing them from image files 2020-07-13 21:59:25 +03:00
OverloadedOrama c42a8a7219 Same as the previous commit but for Patterns too 2020-07-13 21:57:37 +03:00
OverloadedOrama 72f5ed1d2b When importing a file brush and its filename already exists, add a number to its filename
Similar to 5df25c21c6 but for brushes.
2020-07-13 21:42:40 +03:00
OverloadedOrama 20f28ff492 Import project brushes from an image file 2020-07-13 21:17:08 +03:00
OverloadedOrama b47685e857 Fixed importing brushes and patterns by opening file 2020-07-13 03:36:42 +03:00
OverloadedOrama d099666abe Fixed transparent background in ResizeCanvas dialog
It was always square, even on non-square image dimensions.
2020-07-11 03:19:52 +03:00
OverloadedOrama e1724148fc Updated translations, Readme & Changelog 2020-07-05 02:24:07 +03:00
OverloadedOrama 0bc26bbbae Always ensure that directory_path is "user://" on HTML5 2020-06-30 22:36:03 +03:00
OverloadedOrama 7e3436d3ba Loading image files is now possible in HTML5
Had to move some palette png code around in order to make it possible to use these image files as palettes. Hopefully loading .pxo files should be next. Addresses #280
2020-06-30 22:29:24 +03:00
OverloadedOrama 637a60d9ee Saving .pxo files in HTML5 is now possible
Addresses #280
2020-06-30 20:25:43 +03:00
OverloadedOrama fb7c1a1874 Saving .png files is now possible in HTML5
Addresses #280. Huge thanks to https://github.com/Pukkah/HTML5-File-Exchange-for-Godot
2020-06-30 18:32:16 +03:00
OverloadedOrama 6b26bb5b10 Removed custom blend_rect() method from DrawingAlgos 2020-06-30 15:07:09 +03:00
OverloadedOrama 9fbfbc7432 Fix wrong "Export" text changing on the File menu 2020-06-25 05:07:07 +03:00
OverloadedOrama 8230d9de96 Added image size and frame size labels on PreviewDialog
Just to show the image size and the frame size. The latter is only visible if the user chose to import the sprite as a spritesheet.
2020-06-25 01:22:26 +03:00
OverloadedOrama 90d02ad75b Have the ResizeCanvas width & height values the same as the project's size the first time 2020-06-24 04:02:19 +03:00
OverloadedOrama 89b6e3a989 Added a preview to the Resize Canvas dialog 2020-06-24 03:55:58 +03:00
OverloadedOrama 9362b3486b Added a Center button to the ResizeCanvas dialog 2020-06-24 03:31:44 +03:00
OverloadedOrama fa2dfb6bca Change image offset in Resize Canvas 2020-06-24 03:21:44 +03:00
OverloadedOrama 8e2fe8dac3 Ability to import an image file as a pattern
Also moved some pattern importing code from Import.gd to Global.create_pattern_button()
2020-06-24 00:25:54 +03:00
OverloadedOrama a8de56ed68 Ability to import an image file as a brush
Works only for file brushes at the moment. The image files gets copied into the "pixelorama/Brushes" directory.
2020-06-23 21:59:47 +03:00
OverloadedOrama 31fae924bf Removed import button from splash screen and fixed #265 2020-06-23 17:15:18 +03:00
OverloadedOrama 047561b95a Added options for when importing an image as a new frame or layer
The user can now choose which layer they want the new frame to be, and, similarly, which frame they want the new layer to be when importing an image.
2020-06-22 15:57:42 +03:00
OverloadedOrama 40a01f1da3 Added import image as a new layer of the current project
Just realized that I forgot to add undo/redo support of importing images as new frame/layer, oops. Will fix next.
2020-06-21 21:20:39 +03:00
OverloadedOrama f260971056 Added import image as a new frame of the current project
Will also add a way to let the user choose which layer the new cel of the imported image will be.
2020-06-21 21:02:03 +03:00
OverloadedOrama 597fdbc0c0 Removed ImportSprites dialog 2020-06-19 23:07:56 +03:00
OverloadedOrama 2a2de8ba62 Spritesheet preview lines now work properly for non-square images 2020-06-17 17:56:18 +03:00
OverloadedOrama 25d9aca0c4 Drag and drop palette files to open them 2020-06-17 16:47:24 +03:00
OverloadedOrama f7cc9a8104 Added ability to import images as palettes 2020-06-17 03:56:46 +03:00
OverloadedOrama 063ea04b4c If imported image size is less than 100px, limit the max value of the spritesheet frames 2020-06-17 03:34:24 +03:00
OverloadedOrama 28818171d4 Call Global.dialog_open when a PreviewDialog pops up/gets hidden 2020-06-17 02:58:24 +03:00
OverloadedOrama 8142647a69 Added Line2D nodes to cut the spritesheet preview
This helps in previewing how each spritesheet frame will look when it will be imported in Pixelorama. Note that this does not work well with non-square images at the moment.
2020-06-16 18:30:01 +03:00
OverloadedOrama 13613703fc Importing spritesheets is possible again 2020-06-16 17:59:56 +03:00
OverloadedOrama 57d4156341 Added a preview dialog that opens every time the user imports an image file
The dialog does not appear on .pxo files. Import options will be added on it soon.
2020-06-13 20:58:43 +03:00
OverloadedOrama 7219a5a274 Added Resize Canvas option to Image menu 2020-06-13 20:22:25 +03:00
OverloadedOrama 53b91a4bf4 Moved image effect code to DrawingAlgos.gd
More specifically, moved scale, crop, invert, desaturate and generate outline code to DrawingAlgos.gd. I am a little worried of DrawingAlgos.gd getting too big though.
2020-06-13 18:57:28 +03:00
OverloadedOrama 2371238ec0 Removed Import option from the file menu
The "Open" option will handle importing of .pxo files and image files from now on. The "ImportSprites" file dialog node and script are scheduled to be deleted too. Importing spritesheets option will return soon. Next thing I'm going to work on is a preview window that will appear when importing image files.
2020-06-12 01:11:58 +03:00
OverloadedOrama d76b24b029 Removed unnecessary code from CreateNewImage.gd 2020-06-09 19:02:09 +03:00
OverloadedOrama 8118381b0b Fixed issue where new images had the size of the previous project 2020-06-09 18:44:08 +03:00
OverloadedOrama 9ffce37c0b An asterisk is added to the tab name if there are changes
The window title also changes when switching tabs. And yes, "has_changed_changed" is a stupid method name, I'll find another one sometime later.
2020-06-05 20:15:40 +03:00
OverloadedOrama 6d87901056 Imported image files now open in an new tab
Keep in mind that opening an image file as a new frame might not work properly yet, if the target image has a different size.
2020-06-05 19:51:06 +03:00
OverloadedOrama 1b1c7f844f .pxo files now get opened in a new tab 2020-06-05 18:54:11 +03:00
OverloadedOrama 7a61f1ea4a Fixed issue where the wrong amount of cels were being created
The new image's frames had as many cels as the previously selected project
2020-06-05 18:19:05 +03:00
OverloadedOrama 60126e46d3 New image now creates a new tab/project 2020-06-05 04:30:50 +03:00
Manolis Papadeas 2e69e1a8c2
Merge pull request #257 from Orama-Interactive/refactoring
Last refactoring merge
2020-06-05 02:23:59 +03:00
Manolis Papadeas 356bd0665b
Added more contributors and donors in AboutDialog 2020-06-05 00:33:45 +03:00
OverloadedOrama f9bd590d20 Moved size variable from Canvas.gd to Project.gd 2020-06-04 23:20:20 +03:00
OverloadedOrama 4e111a7ac0 Created a Projects class
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.
2020-06-04 21:05:36 +03:00
OverloadedOrama 7371cd79e4 Fixed image effects
Also replaced flip_image_horizontal() and flip_image_vertical() with just flip_image()
2020-06-03 02:53:15 +03:00
OverloadedOrama 54b628f6cb Made a Frame class, no longer use multiple Canvases for multiple frames
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.
2020-06-03 02:14:24 +03:00
OverloadedOrama 34bc528e97 Added AnimationTag class
Replaces nested Global.animation_tags arrays. Also replaced array.duplicate(true) with looping through the array and creating a new class for each array element, because duplicate(true) does not create new classes, unfortunately, which was causing issues with undo/redo.
2020-06-02 05:14:05 +03:00
OverloadedOrama df0032c515 Created a new Cel class, to handle cel information
Like the Layer class, it is used in place of Canvas.layers nested array mess. It hasn't been tested thoroughly yet, so there may be crashes.
2020-06-01 18:50:31 +03:00
OverloadedOrama a9ca858303 Use a new Layer class to handle layer information
This replaces the old Global.layers nested array mess, and makes the code easier to read and to understand.
2020-06-01 16:42:53 +03:00
OverloadedOrama 00a0ab882a Created DrawingAlgos.gd and moved a lot of drawing code there
Moved code from Global.gd and Canvas.gd to DrawingAlgos.gd. Will also move the fill_gaps and draw_brush methods of Canvas.gd next. Maybe even refactor the inside of them a bit to make them easier to read.
2020-05-29 03:16:44 +03:00
OverloadedOrama 379b574257 Split code from PreferencesDialog.gd to HandleLanguages.gd
Also moved PreferencesDialog script & scene to src/Preferences. More Preferences code splitting will follow.
2020-05-28 03:41:28 +03:00
OverloadedOrama 30e7b34dc9 Made OpenSprite and SaveSprite separate scenes 2020-05-20 01:44:27 +03:00
OverloadedOrama 8e6516a4d4 Use error dialog for 2 more cases
NoProjectEditedOrCreatedAlertDialog and OpenLastProjectAlertDialog
2020-05-20 01:37:36 +03:00
OverloadedOrama 2ebdf51047 Use error dialog instead of individual erro dialogs for when removing palettes 2020-05-20 01:31:38 +03:00
OverloadedOrama 1e114d6f4f Created ColorAndToolOptions script and scene
Removed the tool option signals from Main.gd and put them to ColorAndToolOptions.gd. Instead of having 2 methods for left and right, they are now in one method, using a boolean to differentiate between left and right.
2020-05-20 00:57:07 +03:00
Igor Santarek eb47d24df3
New remove current palette feature (#239)
* New remove current palette feature

This commit adds new feature to Pixelorama that will allow user to remove the current selected palette.

* Fixed grammar and added focus_mode = 0 on the remove palette button

Co-authored-by: OverloadedOrama <35376950+OverloadedOrama@users.noreply.github.com>
2020-05-20 00:35:48 +03:00
OverloadedOrama c879633f4b Change min value and step of autosave interval spinbox to 0.5 2020-05-18 16:53:38 +03:00
OverloadedOrama d0825495d1 v0.7 - The Timeline Update! 2020-05-16 14:48:13 +03:00
OverloadedOrama 528b444101 Changed icon 2020-05-15 22:07:07 +03:00
OverloadedOrama a3ec615b0a Updated splash screen - Added Wishdream's art
Congratulations to Wishdream for being the winner of the first splash screen art contest in our Discord server.
2020-05-15 16:20:23 +03:00
OverloadedOrama 7361e01b1d Added forgotten translations, bumped version to rc3 and small dialog UI changes 2020-05-11 20:07:16 +03:00
OverloadedOrama 74f3644e17 Made "Scale Image" affect all frames 2020-05-11 17:43:58 +03:00
OverloadedOrama 62a695366a Toggled autosave on by default, and open last project off by default 2020-05-11 16:15:59 +03:00
OverloadedOrama 5424472c95 Clear layers when importing an image that is not to be added as a new frame 2020-05-11 02:40:27 +03:00
OverloadedOrama 0e807c176f Fixed issue with splash screen buttons, not keeping the background modulation when opening another dialog 2020-05-09 15:54:43 +03:00
OverloadedOrama 0cd8fa7ddf Fixes critical bug with saving projects that contained linked cels
It used to save the linked cel array which contained the canvas nodes into the .pxo. This, however, does not make sense, because the canvas nodes are being recreated when a .pxo is loaded. Therefore, they are different nodes than they used to be.

Now, an array containing the frame numbers which have cels linked for each frame is being saved and loaded into the pxo.
2020-05-09 03:51:23 +03:00
John Jerome Romero adc109ed18
Added selective animation tag export for Spritesheets (#230)
* Added selective frame tag export for Spritesheets

* Changes LinesCount value and max_value to canvas_size

This does not allow the spritesheet to contain more frames than the tag has, because it limits its size to the number of frames the currently selected tag has.

Co-authored-by: Manolis Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
2020-05-09 02:46:51 +03:00
OverloadedOrama 7484ce1b9e Added a Tween to make the background UI darker when a dialog is opened 2020-05-08 18:37:45 +03:00
OverloadedOrama 51b6aadbdd Makes the background UI darker when a dialog is being opened 2020-05-08 03:10:23 +03:00
OverloadedOrama 0f5c7c5e59 Updated donors in the About dialog 2020-05-07 17:02:35 +03:00
OverloadedOrama 1873945e9f Renamed Gold theme to Caramel 2020-05-06 22:01:58 +03:00
OverloadedOrama 0203a019c7 Set default clear color to be the same as the theme's PanelContainer bg_color 2020-05-06 20:51:56 +03:00
OverloadedOrama 85d438a9c4 Set the presets of CreateNewImage and FrameTagDialog color pickers to be invisible 2020-05-06 20:24:22 +03:00
OverloadedOrama 85ffd389be Renamed "Godot" theme to Blue 2020-05-06 16:16:39 +03:00
OverloadedOrama 748171d4f2 Added tool textures for the blue theme 2020-05-06 15:56:44 +03:00
OverloadedOrama 9ce7bae2f9 Updated changelog in SplashDialog and made it a bit bigger 2020-05-06 02:21:42 +03:00
OverloadedOrama f99b486919 Made the fake grabber change texture based on theme & other small UI changes 2020-05-06 01:19:09 +03:00
OverloadedOrama c1602ad26a Big UI overhaul - added PanelContainers to group similar elements
Removed separators entirely. Also made the AnimationTimeline have a StyleBoxFlat of its own, which we use to expand its margin top to cover the little space left because of the VSplitContainer. We also use a TextureRect as a fake VSplitContainer grabber.
2020-05-06 00:55:17 +03:00
OverloadedOrama 7559756c50 Changed layer button and "current frame" text position
Made AboutDialog's min size a little bigger too
2020-05-05 21:50:39 +03:00
OverloadedOrama 6e2400e8fe Added missing autosave translations in Preferences 2020-05-05 16:03:32 +03:00
OverloadedOrama 61fab1a7de [BREAKS COMPATIBILITY WITH GODOT <=3.1.1] Implemented Indonesian & Czech languages
Pixelorama now requires at least Godot 3.1.2 or 3.2.x to work, because TranslationServer.get_loaded_locales() was not included in older versions. If you're using an older version of Godot, please update. Godot 3.2.1 is the currently recommended version, until 3.2.2 is out.

Also updated the list of the translators.
2020-05-05 14:45:16 +03:00
Manolis Papadeas 1ad1ecb960
Asset renaming (#225)
* Renamed the Asset folder and subfolders to lowercase

* Fixed font loading issue

Co-authored-by: OverloadedOrama <manoschool@yahoo.com>
2020-05-05 03:53:58 +03:00
OverloadedOrama 0ebc7a6033 Use dark theme's button textures for the gold theme 2020-05-04 02:38:41 +03:00
OverloadedOrama a4014e5842 Pixelorama's version number now appears on the window title 2020-05-04 00:04:00 +03:00
OverloadedOrama 991eb5a615 Export optimization
process_frame() was being called twice when the export dialog appeared, and the frame number was different than the one already stored in the export dialog
2020-05-03 19:19:12 +03:00
OverloadedOrama 4f1c475c8d Set export path when importing an image 2020-05-03 18:47:13 +03:00
OverloadedOrama d8a1e5de12 Changed default colors for the checker background
Should be easier on the eye. For the dark themes, at least.
2020-05-03 03:42:44 +03:00
OverloadedOrama 23865396e2 Changed default clear color for Godot theme 2020-05-03 03:15:47 +03:00
OverloadedOrama 9482b47825 Changed Palette and Layer TextureButtons into Buttons, massive asset renaming
Most asset filenames are now in snake_case
2020-05-03 03:13:08 +03:00
OverloadedOrama 148d918f12 Removed NotoSansCJKtc-Bold to save space
Updated some missing translations from SplashDialog too
2020-05-02 23:11:41 +03:00
OverloadedOrama babd5759f8 Makes sure that BackupConfirmation dialog is properly centered
Moved yield(get_tree().create_timer(0.01), "timeout") in _ready() of Main.gd outside of the if, to affect the BackupConfirmation dialog too.
2020-05-02 18:10:01 +03:00
OverloadedOrama 8005474446 Changed mouse_default_cursor_shapes in SplashDialog 2020-05-02 01:47:48 +03:00
OverloadedOrama 28de4d56f6 Added "icons" and "splash_screen" folders into Assets/Graphics
Moved all the relative assets there, including the icon files which no longer are on the res:// folder. The main page of the repository should look much cleaner now.
2020-05-02 01:34:55 +03:00
OverloadedOrama c35e4b0613 Created a "UI" folder in src
And a Timeline folder in UI
2020-05-02 01:19:01 +03:00