* 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
* Better Animate System
* checkbutton to checkbox
* fixed value and saturation sliders being divided by 360 (when they should be divided by 100)
* minor code cleanup
* moved frame index code to ImageEffect.gd
* code cleanup
* more cleanup
* preview animation is now possible
* fixing things
* only hide when affect == FRAME
* formatting
* formatting
* formatting
* renamed Animate.png and a minor improvement
* removed unintentional changes
The frame number digit count is now 4, so for example exported files are being named as "name_0001.png", "name_0002.png", ... "name_0010.png" and so on. The tag name is now not included in the file name by default.
Seems to produce the same result as GIMP's Posterize color filter. Should be useful for reducing the colors of an image, and it could work together with 3D lighting. Thanks to https://godotshaders.com/shader/color-reduction-and-dither/ for the shader.
This should save some time on initial loading, but it introduces a slight loading time when opening the scale or rotate dialog for the first time in a session
* Implement 3D layers
* Remove unneeded files
* Fix bug where a single hidden layer would ignore all of the layers on top when exporting
* Fix pxo loading
* Remove junk nodes from 3DShapeEdit
Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool.
* Make light gizmos half the size, and hide gizmos when rotating
* Fix crash when using the 3D shape edit tool on a group layer
* Remove unneeded code in Canvas.gd
* Add torus in the Cel3DObject.Type enumerator
Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change.
* Toggle 3D object visibility
* Change texts and some variable names
* Fill translation strings
* Fix crash on group blending, and make the code in Export.blend_layers() more general
* Fix errors when attempting to draw on a 3D cel
Can occur when multiple cels are selected, some of them 3D and some of them pixel
* Make scene properties and objects be per-cel instead of per-layer
Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel
* Use if not layer is get_script() in GroupLayer.blend_children()
* Flip the condition in GroupLayer.blend_children()
* Fix bug where locked/invisible layers could get drawn
Regression from c2f6bf0f3f
* Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit
* Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D
* Store Cel3D image data to pxo, for easy usage by external software
This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier.
* Make the linter happy
* Fix bug where the previously selected object would remain selected when it got removed with undo
Have only two shaders, one for simple gradient and the other for dithered gradient generation. The gradient shape gets passed as a uniform to the shader. Gradients can now get repeated, and the size option for linear gradients is back.
Gradients are no longer limited to two colors, but can now instead have as many as we want, with each color having its own offset. Step gradients have now been removed; to generate the same effect, you can now generate a linear gradient with constant interpolation. Cubic interpolation in gradients is now also possible.
The dithering shaders were by far the biggest challenge and they had to be re-written in order for them to support multiple colors, with each one having a difference offset. I have noticed that some colors may disappear when Constant interpolation is used, though, so it can be buggy sometimes. Thanks to https://godotshaders.com/shader/dither-gradient-shader/ for the reference.
ValueSliders are now also used in the gradient window.
This lets us create ValueSlider and CollapsibleContainer nodes properly via the add node button, instead of instancing their scenes. They have also become more a bit more themeable. Eventually, ValueSlider.tscn and CollapsibleContainer.tscn will be deleted.
* Moved Reference Images to it's Folder
* Moved the rest to their respective folders
* formatting
* Fix formatting
I removed the `PackedScene` static typing declaration to reduce the number of characters in the line to less than 100. It's not really needed anyway, as Godot should be able to figure out that it's a PackedScene, since it's a tscn file, simply by using `:=`.
* reverting some changes
* Removed some un-expected things
* Fixed TransparentChecker Code
* fix typo
* Revert it
I didn't realize it was intended
* Removed unneded changes
* removed some unexpected changes
Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
* Implement clear4x rotation
* Don't use pixelated uvs on the final result, only on the preview, and fix pivot positioning
* Update to cleanEdge algorithm
* Add cleanEdge scaling
Removed `directory_path`, `file_name`, `file_format` and `was_exported` from Export.gd. These variables already exist on Project.gd, no need to have them twice.