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101 commits

Author SHA1 Message Date
Variable b95d884dcc
Onion icon change (#711)
* aspect changes for changed icon

* New "expandable" icon
2022-07-01 14:48:10 +03:00
Emmanouil Papadeas 31b56500c2 Make Pixelorama work on Godot 3.5-rc4
For some reason it crashes without this fix, while it did not crash in RC3.
2022-06-26 01:39:25 +03:00
Emmanouil Papadeas f509dfb9f6
Implement the Keychain Plugin (#700)
* Start implementing the godot_better_input plugin

* Update ShortcutEdit.gd

* Load & save preset option

* Add some groups and fix action events not being deleted on load

* Add MenuInputAction class for multiple menu accelerators

* Create a proper plugin and a BetterInput autoload

* Update menu accelerators

* Move settings to BetterInput

* Move menu enums to Global, make more MenuInputActions

* Add more menu events

* Add new groups

* Optimize BetterInput _input() method

* Remove a lot of lines of code

* Change some previous events, add ignore actions and a View menu group

* Change update_item_accelerator to update_ui

* Move MenuInputAction initialization to BetterInput.gd

* Update hint tooltips when a shortcut changes

Temporarily comment out some code regarding the configurable modifiers

* Some MenuInputAction variable name changes

* Add handle_input() to InputAction

* Update the shortcuts of buttons

* Fix shortcut selector menu position

* Change plugin name into Keychain

* Fix keyboard input dialog exiting when Enter or Space is being pressed

* Add two more groups

* Make groups folded by default

* Temporarily make tool modifier shortcuts not configurable

A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other.

* Add license for Keychain

* Fix issue where a key event would be added in other input types

* Fix bug where the assigned state was not updated when the dialog appeared again

* Update Main.tscn

* Add a disabled line edit in keyboard shortcut selector to grab focus

* Load presets in the Keychain autoload

This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene.

WARNING, this currently causes crashes if the menu items have no shortcut binded to them.

* Move custom settings away from Keychain.gd

To keep it the same as the upstream plugin

* Change menu enum names

* Made action_get_first_key() more general

* Use arrays for menu items instead of dictionaries, fixes crash

* Move moveable panels to Window menu

* Format

* Optimize hint tooltip updating

* Add support for translations in Keychain

* Translation changes

* Made tool modifiers configurable

Needs more testing.

* Made camera arrow key movement configurable & joypad axis support

This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level.

The right joypad analog stick is configured to move the camera by default.

* Rename presets into shortcut profiles, use Resources and let users create their own

* [skip ci] Update addons README

* Update Global.gd
2022-05-16 15:07:51 +03:00
Variable 12c9d02f12
Better timeline scrolls (#682)
* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* added error calculation

* revert last commit

* Updated Scrollbar behaviour

* formatting

* removed some bugs

* Update AnimationTimeline.gd

* formatting

* some more formatting +

Removed unwanted function

* formatting

* removed print()
2022-04-28 18:06:41 +03:00
Manolis Papadeas 8a5cc6860f Move layer and frame initial creation code to Main.gd
From Global.gd
2022-03-29 03:14:41 +03:00
Manolis Papadeas 21b4f3369f Select layer when clicking a layer button (visible, lock, etc) 2022-03-17 00:12:00 +02:00
Manolis Papadeas 175eb0b250 Set minimum size in tools, tool options and timeline 2022-03-01 21:39:07 +02:00
Variable bec30112f6
improvements to copy\delete methods and (some) tag workflow (#648)
* improvements to copy and delete methods

To allow cloning/deleting an array of frames

* formatting

* adapt to the new copy/delete methods

* Update AnimationTimeline.gd

* removed some bugs

* changed old tag behaviour

tags ahead get further by 1 frame on add_frame()

* modified tag behaviour

* formatting

* removed tag interaction
2022-02-28 03:31:17 +02:00
Manolis Papadeas 71dcb9807d Theme code cleaning and tidying 2022-02-17 20:36:10 +02:00
Manolis Papadeas 1285fa89c5 Added a Scrollcontainer in the timeline
This fixes the issue with the timeline UI nodes affecting the rest of the panels if the timeline becomes too small. Kind of an ugly fix because there can now be two scrollbars visible if there are many frames, eventually we may need to redesign the timeline.
2022-02-10 19:15:57 +02:00
Manolis Papadeas a331d697ed Move some variables in AnimationTimeline
No functional changes
2022-02-07 18:10:29 +02:00
Manolis Papadeas 1dd7d23682 Minor timeline UI fix 2022-02-04 17:03:57 +02:00
Manolis Papadeas 0893a5b481 Added frame duration appear in the frame button tooltips
Code provided by @Variable-ind
2022-02-02 18:14:16 +02:00
Variable 4369869e1f
Some Popup changes and added Self Awareness ;) (#644)
* Some Popup changes and added self awareness

start/end is automatically determined by selected cels boundary

* Update FrameTagDialog.gd

* some more code formatting
2022-02-02 00:40:37 +02:00
Manolis Papadeas 7e9d9a6a73 Make layer button container change color based on theme
Also removed unneeded node from AnimationTimeline
2022-01-31 18:25:52 +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 04dda09df5 Do not delete cel content if the layer is locked/invisible 2022-01-01 04:12:49 +02:00
Manolis Papadeas 605e7ab3fd Copy frame duration when cloning a frame 2021-12-31 04:05:04 +02:00
Manolis Papadeas b40c2f5b75 Minor UI changes 2021-12-24 03:12:44 +02:00
Manolis Papadeas 48326900d9 Fix a memory leak coming from the Layer class
Removed the "frame_container" property from Layer.gd, which used to hold a reference to a node, leading to orphan nodes being created and never freed. Memory management seems to be working okay now. Previously, every time the user made a change, memory kept going up and never coming down. Now, data that can never be recovered, like undo data that have been rewritten in history, are also removed from memory.
2021-12-23 19:58:07 +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 f7ef4a4283 Remove handle_undo() and handle_redo() from Canvas.gd
Getting rid of some old, unneeded code.
2021-12-01 17:49:22 +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 540a61ae4d Merge onion skinning past and future into one script 2021-11-26 03:38:00 +02:00
Variable 159a821dd2
Better Onion Skinning (#600)
* better onion part (1/3)

changed code and added scripts

* better onion part (2/3)

added some onion variables

* better onion part (3/3)

Added to onion dialog

* removed whitespace that gave static error
2021-11-26 02:55:08 +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 536250f517 Moved some variables away from Global 2021-11-23 02:36:22 +02:00
Manolis Papadeas f4c903771d Remove some unneeded yield() calls
And minor changes to make the code a tiny bit more clean. I tested this PR, but it still might be a bit risky.
2021-11-17 19:59:14 +02:00
Variable 3e88efc118
Improvements to Animation Tags (#560)
* Animation tag fix (a)

fixed tag behavior in "Project.gd"

* Animation tag fix (b)

fixed tag behavior in "AnimationTimeline.gd"

* Animation tag fix (c)

fix top part of line not visible

* Animation tag fix (d)

a fix i forgot about earlier

* added a randomizer...

... to auto select colors of new tags

* Fix Tag scrolling without cels when scrolled on it

* removed randomize() cause it's not needed
2021-11-17 00:21:29 +02:00
Manolis Papadeas 8f115a726e Fix #541 2021-09-22 21:54:16 +03:00
Variable 75059b5b12
Selection fixes (#527)
* Fix for multiple cel selection issue

Now it will only apply selection to the selected cels that are **visible and unlocked**

* Fix for loss of selection data

This will hopefully fix the selection data loss on toggling layer buttons
2021-08-30 03:24:48 -07:00
Martin Novák 9ef7818c77
Tweak UI to use less empty space (#514)
* Tweak right side panels to use less empty space

* Add fake grabber to tools panel. Add a bottom margin. Fix a few issues with resizing.

* Fix tallscreen mode. Set a bit smaller animation timeline min height.

* Change Preferences visibility settings

* Update Main.tscn

* Fix crash when changing to tallscreen and then switching themes

Co-authored-by: Manolis Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
2021-08-16 16:56:19 -07:00
Martin Novák b95496c57d
Fix dialog sizes (#512) 2021-07-30 16:05:50 -07:00
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 c6a056bba6 Made cloning frames create linked cels if the linked cel button is toggled on - suggestion of #402 2021-07-22 03:10:00 +03:00
Manolis Papadeas 57bb7929df Fixed issue with linked cels where, if you had linked cels in one layer and then linked more cels of the same frame in another layer, their previews did not update automatically
Cel's image_texture was being reset due to the creation of new Cel instances in CelButton.gd (line 113)
2021-07-22 02:25:00 +03:00
Manolis Papadeas d0433bed6f Preload layer and cel button nodes in Project.gd
Just a minor optimization to avoid unnecessary loading
2021-07-20 21:03:15 +03:00
Manolis Papadeas ad4b377bc8 Only click the layer button with the left mouse button 2021-07-10 05:19:09 +03:00
Manolis Papadeas 55c5688f16 Fix changing cel opacity calling project.frames_changed()
It shouldn't happen
2021-07-09 03:38:06 +03:00
Manolis Papadeas 2760049cfd Fix content transformation not getting confirmed when changes were done to frames and layers
Also fixes issue where frame/layer copying does not copy the transformed data
2021-07-08 20:46:56 +03:00
Manolis Papadeas 21e2cd6bd0 Dragging and dropping frames to re-arrange them no longer makes selected_cels empty 2021-06-27 18:15:06 +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 de850ce8a1 Ability to select multiple cels and edit them all at once
A rather significant change, so, while I have tested it, it might still be buggy. Implements a part of #306.
2021-06-12 01:06:13 +03:00
Manolis Papadeas 73cce5b740 Set frame delay's min value at 0.01, does not let it become 0 2021-06-11 22:56:38 +03:00
Manolis Papadeas f1ea8e30b2 Fix animation tag spacing 2021-06-09 17:17:53 +03:00
Manolis Papadeas e9bf310934 Implement layer and frame dragging and dropping to re-arrange them in the timeline
Part of #306
2021-06-06 02:19:34 +03:00
Manolis Papadeas 1a87321437 Added a Delete option in cel's right click menu
Delete doesn't actually delete a cel, it just clears its contents. Maybe renaming it to something else would be a good idea.
2021-06-05 13:38:32 +03:00
Manolis Papadeas e7a5b45536 Clicking on a layer button now selects the layer. Double clicking it allows renaming 2021-06-05 03:06:07 +03:00