* Add Flip X, Flip Y, Rotate 90, Rotate 180, Rotate 270
* node placement
* flip_rotate for BrushButton
* flip corrected for BrushButton (x, y was reversed)
* code changed for github static checks
* github static checks
* github static checks 2
* remove " _ " before my variable name
hope this was the problem
* var brush_texture_rotation
* Hide Flip/Rotate buttons where it is unnecessary
* btns flip/rotate hide when a non-image brush is selected
* rotate ButtonGroup (radio btn)
* expand button for flip/rotate
* radio btn grp 2
* expand button (forgot to add the tscn )
* cursor shape to pointing hand
* tooltip R90 R180 R270
i dont add txt to the Translations.pot bc not sure to understand and dont want to make mistake
* shading.tscn (nodes placement debreaking)
back as before
* Revert "expand button (forgot to add the tscn )"
This reverts commit 3062afe73f.
* Revert "expand button for flip/rotate"
This reverts commit 51189ac793.
* Collapsible Container
change "expend buton" to the pixelorama custum node "CollapsibleContainer"
* remove thick white outline when CollapseContainer is pressed and focus
* styleboxflat when CollapseContainer is pressed and empty for checkbox
* Revert "styleboxflat when CollapseContainer is pressed and empty for checkbox"
This reverts commit 0af0e1f427.
* StyleboxEmpty for normal / keep hover unchanged
* Revert "StyleboxEmpty for normal / keep hover unchanged"
This reverts commit 14b3745053.
* Revert "remove thick white outline when CollapseContainer is pressed and focus"
This reverts commit b80ab1ad5c.
* "flip_rotateD" + "Flat CollapsibleContainer'"
* conflicts Resolved
signal color_changed(color: Color, button: int)
---------
Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
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`.
This makes the visible/lock/linked/expand buttons more clear that they are indeed buttons. This commit also slightly changes the look of child layers, as they only appear intended and they no longer change color.
A very simple implementation, not as complex as something like #768 yet, but it can be done in the future.
The main current limitation is that it doesn't work with group layers as of right now.
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.
Only load dialogs when they are needed and not at the start of the program. Right now only the new image, about, manage layouts and image effects dialogs are being loaded on demand, but more dialogs can be handled this way in future commits.
This drastically reduces the number of nodes. Before, each cel would have its own property node which, when the project had many cels, drove the node count quite high.
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.
Enabled by default, every time you sort a palette it creates a copy of the original palette and it sorts that, instead of sorting the original palette directly. This reduces the risk of destructive change, as the palette system does not have undo/redo support. If disabled, sorting affects the original palette directly, without creating a new one.
This way, Pixelorama remembers the changes users make to the UI, without them having to go to Window, Manage Layouts and clicking on Edit, which was an unintuitive and slow way. Needs testing because bugs may linger.
This commit also adds a new `save_on_change` variable and a `save` method on layout.gd of the dockable_container plugin. Perhaps I should also add this upstream as well.
I also need to add a way to create new layouts based off the default ones (which are permanently stored within Pixelorama's pck file and cannot be modified), so users will always have the option to resort to the default layouts.
I had to disable it, because for some reason having it be enabled by default does not seem to be working. This may be a good idea anyway, as many people will not need this feature, and having this enabled affects performance.
This commit also allows for changing project setting related options in the preferences to also work when running Pixelorama inside Godot.
Removed the fps option completely as it doesn't have any effects to exported static images. Should be re-introduced once we add video exporting with ffmpeg though.
Closes #274 and implements #568, at long last! Some issues remain:
- The native save pxo dialog doesn't have an "Include blended images" option. This will be fixed once https://github.com/godotengine/godot/pull/83480 is merged.
- When a native file dialog closes, the interface still remains dimmed.
- In the export dialog, the "Browse" file dialog will also close the export dialog itself when it closes, when it's native.
These were needed with Godot 3 to ensure that you couldn't open any other dialog when a dialog is already open, by using keyboard shortcuts. This no longer seems to be required in Godot 4.
* Basic mp4 exporting, needs ffmpeg
* Add avi, ogv and mkv file exporting
* Add webm exporting
* Set ffmpeg path in the preferences
* Show an error message if the video fails to export
* Make sure to delete the temp files even if video exporting fails
* 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