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457 commits

Author SHA1 Message Date
AlphinAlbukhari
7b721ca66d
Add Drop Shadow (#674) 2022-04-27 14:48:31 +03:00
Emmanouil Papadeas
2da5b1e944 Outline generation with shaders
This results in both better and faster results. Unfortunately, the shader does not work in the Web version, so we have to rely on the old method for that platform.
2022-04-22 21:11:02 +03:00
Emmanouil Papadeas
19512e4516 Change "Flip" window title to "Mirror Image"
Also made Horizontal enabled by default
2022-04-22 15:38:08 +03:00
Emmanouil Papadeas
7c6cdadb86 Optimize shader-based image effects when there is no selection 2022-04-20 03:06:58 +03:00
Variable
77513b6ba3
Export conflict (#669)
* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* added more info about export conflict

* more info about export conflict

* Update Export.gd

* Update ExportDialog.tscn

* fixed a small mistake
2022-04-19 19:29:21 +03:00
Manolis Papadeas
bdd32a8239 Make marching ants shader ratio-independent 2022-04-18 15:32:14 +03:00
Manolis Papadeas
93c122f07b Update Uch and Kalpar's social media links 2022-04-14 17:29:32 +03:00
Manolis Papadeas
bc11dcfd4b Update the splash screen artworks 2022-04-14 01:13:42 +03:00
Manolis Papadeas
87c4d4c310 Update AboutDialog.gd 2022-04-11 00:43:44 +03:00
Manolis Papadeas
d8830d7f06 bool support for shaders
Feature not exposed to the end user yet
2022-04-10 00:04:45 +03:00
Manolis Papadeas
c7f9f1d23b vec2 support for shaders
Feature not exposed to the end user yet
2022-04-09 23:28:57 +03:00
Manolis Papadeas
d579118bb1 Load textures for sampler2D uniforms in the experimental shader feature
Feature not exposed to the end user yet
2022-04-09 03:42:34 +03:00
Manolis Papadeas
41d9add6a7 Change shader color in the experimental shader feature
Feature not exposed to the end user yet
2022-04-08 02:57:58 +03:00
Manolis Papadeas
980b39d21b Update AboutDialog.gd 2022-04-02 17:10:16 +03:00
Manolis Papadeas
11b6af07f1 Update Translations 2022-03-31 02:29:23 +03:00
Manolis Papadeas
a79f368f41 Fix aspect ratio in scale image to work as it does in create image 2022-03-30 16:12:19 +03:00
Manolis Papadeas
e901fc774a Replace "Export" with "Overwrite" when importing a png
When exporting an imported image, the export will happen immediately, without having the export dialog appear, unless "Export as..." is selected. For .png imported images, the menu option will display "Overwrite" instead of "Export". This makes it clear that if Control + E is pressed on an imported png, that file will be overwritten.
2022-03-25 02:00:40 +02:00
Manolis Papadeas
9648b48a96 Remove empty project when importing an image
This should no longer keep empty canvases when importing images
2022-03-21 23:33:45 +02:00
Manolis Papadeas
57729ef4e9 Move Moveable Panels to the Panels submenu 2022-03-21 18:04:26 +02:00
Manolis Papadeas
9411f37a47 Add a confirmation dialog when deleting a layout 2022-03-18 04:21:38 +02:00
Manolis Papadeas
4059cb018b In ResizeCanvas, always set the spinbox values to the current project size 2022-03-18 00:07:40 +02:00
Manolis Papadeas
790cd8533a Changes to ManageLayouts dialog 2022-03-18 00:03:53 +02:00
Manolis Papadeas
5995788ef7 Update donors & translators 2022-03-11 00:45:48 +02:00
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