ShaderLoader now gets the VisualShaderNodeTextures of the VisualShader into account, allowing for visual shaders that are being loaded to have default textures.
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.
* 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
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.
The preferences code only handles the UI related stuff, while HandleExtensions is now solely responsible for extension enabling, loading and uninstalling. This makes it possible to handle extensions without having the preferences dialog be in the middle.
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`.
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.
Haven't tried large videos, but I imagine Pixelorama would run out of memory quickly. Maybe we should safeguard against that somehow. We also need to get the fps from the imported video and use it in the new project.
* 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
* Some static typing and use notification to check if the theme has changed in swatches
* Use Vector2i for scrolling, hide scrollbars in the node properties
* More static typing improvements
* More static typing & docstring improvements, remove some methods from Palettes.gd
* [WIP] Go back to json for palettes instead of tres
* Revert back to using dictionaries for palette colors instead of array
Reverts part of the previous commit
* Read width & height from files, don't store the name
* Fix palette renaming
* Copy non-json palettes into json files
* Fix palette duplication
* Add a new _fill_imported_palette_with_colors() to avoid duplicate code in import file methods
* Fix palette file importing when not initialising
* Export palettes as images
* Replace "tres" with "json" filter in the open sprite dialog
* When exporting a palette as an image, automatically set the file name to the palette name
* Replace default palette files with json
* Remove the Global.palette_panel variable, use signals instead.
* Static typing in signals
* Fix warning in Palettes.gd
* Fix formatting
* Add missing comments to the palette files
* Update Palettes.gd
* A few more static typing improvements
* 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
* Initial conversion
* Hide some dialogs
* Update addons
* Fix errors in scripts
Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position()
* Update shaders
* Fix some more errors and signals, rename "pressed" to "button_pressed"
* Even more error fixes and renaming corrections
* Fixed more errors, Pixelorama almost runs
* Update ValueSlider.gd
* Remove lock() and unlock(), more ImageTexture.create_from_image() static usage
* More static function using
* Re-add some of the dialog signals, fix window transparency
* Change instances of popup_hide to visibility_changed
* More more errors and warnings
* Fix more errors and warnings
* Get rid of errors in the output when opening Pixelorama in Godot
* Properly connect most signals without using strings
* Fix some scenes
* Don't load Main.tscn
* Emit signals directly instead of using strings
* Fix Keychain menu nodes
* Get rid of self. on most instances, as setters and getters are now always called
* Some more static typing
* Disable texture filters
* Fix zooming
* Fix int as enum warnings
* Fix tools and rename doubleclick to double_click
* Update tool scenes
* Fix tabs
* Fix create new image
* Use static typing on flood fill to speed it up
* Update static-checks.yml
* Reverts #729 for a speedup, hopefully the bug won't get re-introduced
* Fix TransparentChecker warning
* Re-add Default template
* Fix 3D cels
* Fix rotation
Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264
* Fix UITransparency alignment issue, thanks Variable
* Add missing OptionButton items
Hopefully that should be all of them
* Fix the appearance of CollapsibleContainer
* Change instances of world to world_3d
* Fix tool button backgrounds
* Fix Splash dialog
* Fix brush selection
* Update Main.gd
* Fix About Dialog
* Fix more zooming issues
* Fix canvas preview zooming
* Use signals for queue_redraw on project change
* Fix layer button's look
* Fix gradients
* Some gradient fixes and code cleanups, dithering is still broken
* Fix bucket
* Fix the rest of the undo_redo.add_(un)do_method() cases
* Fix guides
* Fix guide text
* Some small changes in Main
* Update Tools.gd
* Fix palette importing
* Get rid of TODOGODOT4s
* Fix the rest of the dialogs
* Update the rest of the scenes
* Fix onion skinning and frame tag dialogs
* Fix file brushes being imported twice
* Fix palette swatch crashing on double click
* Use nearest filter for some of the windows
* Remove old .tres font files
* Fix language switching
* Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools
* Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items
This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged.
* Clean shortcut-related duplicate code in TopMenuContainer
* Remove DroidSansFallback now that system fonts can be used as fallback
* Remove 3.x settings from project.godot
* Format
* Format gdgifexporter
* Reset Keychain to its original state
* Remove textures from the dark and gray themes
* Remove all textures from the dark theme
* Better static typing in DrawingAlgos
* Use Vector2i for project size
* [Risky commit] Use Vector2i instead of Vector2 for tools
I tested it and everything seems to be working the same as before, but more testing would be appreciated.
* Format after previous commit
* Fix line angle constraint being rotated 180 degrees
This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`.
* Fix input map action not found errors when pressing Shift or Control
* Make AnimatePanel bigger, add spring interpolation
* Fix some layouts/extensions/preferences loading errors
* Fix dithering
* Update layout resources
Probably doesn't change anything at all, but I suppose it might be a good thing to do
* Small changes
* Disable filter in ResizeCanvas dialog
* Fix some preferences default button states
* Fix tile mode always having masking on
* Use integers in tile mode
* Fix checkboxes in preferences not working
* More statically typed arrays!
No need to have these # Array of X comments anymore!
* Fix "apply all" for multiple preview dialogs
* Update theme.tres
* Add HeaderSmall theme type variation
* Fix dynamics buttons
* Don't allow sub-zero zoom values
* Let zoom_out_max always remain Vector2(0.01, 0.01)
This fixes zooming on large canvases
* Bump version to v1.0-dev
* Fix ambient light not working on 3D cels
* Fix .obj loading
* Don't allow greater than max values in the zoom slider
* Set maximum zoom value to always be (500, 500)
* Set zoom slider minimum value to 1
* Some UI changes, mostly related to buttons and the timeline
* Change window titles to what they were before
* [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels
* Avoid changing Cel3DObject's file_path if it's the same
* Make preferences window bigger
* Fix png exporting
* Fix reference image initial size and filter setting
* Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor
* Format and some linting
* Remove most Images from the rest of the themes
* Remove all textures from all themes
* Fix drawing when the mouse gets released outside the canvas boundaries
* Format Keychain
* Implement #890
* Fix recorder
* Fix layout deletion
* Better static typing and fix empty_clicked signal-connected methods not having arguments
* Fix layout and extension directory creation if they don't already exist
* Change all instances of "HTML5" to "Web"
OS.get_name() now returns "Web" instead of "HTML5" in Godot 4
* Fix JavaScript detection
Opening files in the Web version does not yet work for some reason
* Fix formatting
* Fix lint errors
* Remove unneeded lines from rotation shaders
* Clean some rotation shader related code
* Remove ErrorManager from #891, as it's no longer needed in Godot 4
* Some docstrings
* More Vector2i and Recti replacing their float counterparts
* Remove the hardcoded shortcut from ValueSlider
Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet.
* Fix bugs from the rebase, integer zooming is currently broken
* Format
* Fix bug where some imported images would fail to load when using smart slice
* Fix integer zooming (I think)
* Fix errors after #898
* Fix some UI issues with PreviewDialog
* Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd
* Update Keychain and addons/README.md
* Update CI to Godot 4.1.1 (probably will not work)
* Remove XDGDataPaths.gd
* Make windows non-exclusive
* Attempt to fix macOS CI
* Attempt to fix CI
* Attempt to fix CI
* Minor fix in the dark theme, more will follow
* Silence enumerator/integer warning
* Attempt to fix macOS CI
* Another attempt to fix macOS CI
* Attempt to fix Windows & macOS CI
* fix: Recorder directory create (#903)
* Update Keychain so that the brush size shortcuts can be changed
This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons
* Change OSX to macOS
* Detect if multi-threading is enabled when exporting gifs
* Fix color picker not working on the top color mode
* Make some public methods private in Export.gd
* Remove Global.window_title variable
* Fix frame UI in the timeline breaking after 100 frames
* Static typing improvements for the timeline
* Better static typing for grids
* Fix typo
* Fix pixel grid not appearing
* Move preference updating code to Global using setters
This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice.
* Remove RestoreDefaultButton.tscn
* Implement changing font size in the preferences
* Resize HeaderSmall font size along with the default font size
* A step towards fixing image loading in the Web version
Doesn't completely fix the issue, it requires a fix from Godot's side as well
* Implement missing input event actions for buttons
TODO: Add default shortcuts
* Do not change language and theme if they are already the defaults
Reduces the initial loading time a bit
* Remove update_hint_tooltips() as it's no longer needed, only keep it for tools
This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips.
* Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger
* Fix Vector2i + Vector2 errors in grid center snapping
* Update tooltips when the shortcut profile changes
* Fix copy-paste mistake
* Update tooltips during startup if the shortcut profile is not the default
* Fix gif warning label size in ExportDialog
* Fix BBCode in ExportDialog
* Fix some Godot 4.2 warnings
* Some CI fixes
* Static typing improvements and more inline functions
* Format
* Even more static typing, inline methods, docstrings etc
* Some more static typing improvements and inline setters
* Remove unneeded project type specifying
* Fix splash dialog error
* Fix enumerator warning
* Don't preload the font in the rules and guides
* Fix some integer division warnings
Sometimes we indeed need them to be floats
* Change some Rect2s to Rect2is
* Minor static typing improvements
* Update README, CHANGELOG, Translations
* Only load translation files when needed, reduces loading time a bit
* Update Keychain so it doesn't load languages during startup
* Lazy load all tool scenes, breaks compatibility with the extension API
Decreases initial loading time
* Format
* Very minor loading time speedups
* Remove unneeded project type specifying
* Even more static typing and docstring improvements
* Fix extension loading
* Palette docstrings
---------
Co-authored-by: ppphp <kevinniub@gmail.com>
* Added autoSlicer
* Fixed the remaining things (Autoslicer fully functional)
* Update RegionUnpacker.gd
* Formatting
* formatting
* formatting
* neatify
* Update RegionUnpacker.gd
* formatting
* formatting
* Update RegionUnpacker.gd
* Update README.md
* Added region unpacker class
* Optimized the region unpacker, this should now be twice as fast
addon version: f01526e50db98eea6d4d69db3c241d360887af7f
* change Smart Slicer to 5745b26a6e0b7e10bc4a46d07b5f9f0dd8f26c96
5745b26a6e
* Delete addons/SmartSlicer/Shader directory
* removed shader
* Update SmartSlicer Version
278b1c5a80b2c8b89279e405156d556732ce98d2
* Formatting (This is torture LOL)
2578b74ba84289aa109ae715b4a6c90fd5e23126
* Delete addons/SmartSlicer/addons/SmartSlicer/Classes directory
* Formatting
Version remains same
* Delete SmartSlicePreview.gd
* use _draw instead of line2d
and moved SmartSlicerPreview.gd for better organization
* Formatting
* More formatting
* Fix bugs related to import
* fix crash on attempting to open empty image
as new spritesheet tab (smart)
* removed accidental print
* fix empty image warnings
Using a signal to change the cel was not a good idea, because it was not being emitted with the undo/redo system. The signal should also fire *after* the cel changes, and this is what happens in this commit. Should be useful for future features and extensions to check whether a cel has been changed.
A small refactor. A very minor performance boost when selecting cels, but also a minor performance decrease when selecting frame buttons. Selecting layer buttons should be pretty much the same. I think the code should be a bit more readable now, plus we got rid of that yield() in Project.gd so that's a bonus.
* APNG loader: Import addon to take over APNG handling
* APNG loader: Transition code to using the AImgIO addon
* APNG loader: Can now open APNGs.
* AImgIO: Update to fix bugs
* APNG loader: HTML5
* APNG loader: gdformat/gdlint addon
* APNG loader: OpenSave formatting fix
* APNG Loader: Add ignore line to OpenSave because it's too big
* Fix GIFAnimationExporter bug caused by the switch to the addon