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478 commits

Author SHA1 Message Date
Emmanouil Papadeas
bc8a9de4db Optimize layer blending modes and make them work on all GPUs (hopefully) - Fixes #938 2023-11-25 00:10:19 +02:00
Emmanouil Papadeas
08b03ae0e5
Implement layer effects (#940)
* Basic logic for layer effects

* Add an FX button and the ability to add effects, no way to remove or change properties of effects yet

* Basic and ugly UI for adding and removing effects, no property changing yet

* Swap effects

* Fix preload shader paths

* Change parameters for layer effects

* Change gradient parameter in layer effect shaders, and other fixes

* Use CollapsibleContainers for the shader properties

* Set the correct gradient interpolation mode and color space in the UI

* Make effects of group layers apply to children

* Change `apply_fx` to `apply_effects`, formatting, some extra doc comments

* Apply effects to other canvases, when merging layers and when exporting

* Display humanized names of the shader unifrms

* Some UI improvements to the LayerEffectsSettings

* Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons

* Change BaseLayer.apply_effects() to take a cel as a parameter instead

* Make layer effect buttons be affected by the modulate icon color

* Add option in the View menu whether layer effects are displayed in the canvas or not

* Rename `apply_effects()` to `display_effects()`

* Add translation strings

* Add nearest filter to the gradient map

* Don't change Main.tscn

* Fix more translations

* Change the default cursor shape of the generated UI elements of the layer effects

* Add undo/redo and effect application (apply effect destructively)

There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless.

* Make layer effect application work on all cels
2023-11-22 01:06:25 +02:00
Emmanouil Papadeas
e6d5329254 [Undo/Redo] Compress SelectionMaps stored in memory, get rid of a lot of selection_map_copy instances 2023-11-15 03:53:52 +02:00
Emmanouil Papadeas
5d7da079cc Fix shader-based rotation not working 2023-11-14 03:27:05 +02:00
Emmanouil Papadeas
e22794e611 Compress mirror image in undo/redo 2023-11-14 03:18:08 +02:00
Emmanouil Papadeas
94b3e75f30 Mark dialogs as popup_windows
So they can close when the user clicks outside the window on Godot 4.2
2023-11-11 03:12:49 +02:00
Emmanouil Papadeas
90ef7c0d16 Resize image effect preview images to (1, 1) when the dialogs are being hidden
So that they do not waste RAM for no reason anymore
2023-11-10 23:15:24 +02:00
Emmanouil Papadeas
786cc39e89 Fix memory leak when applying image effects 2023-11-10 22:51:15 +02:00
Emmanouil Papadeas
79ff486c7b Put all of the image effect shaders in an Effects folder 2023-11-07 00:52:25 +02:00
Emmanouil Papadeas
a13881ef58 Make animation button visible on DropShadow dialog 2023-11-01 17:44:20 +02:00
Emmanouil Papadeas
8de9697be0
Layer blend modes (#911)
* Preview blend modes

No support for exporting and layer merging yet. Also need to fix the move tool preview.

* Preview blend modes on tile mode

* Raise layer limit to 1024

* Export images with layer blending modes

* Save blend modes in pxo files

* Merge layers with blending modes

* Fix crash when adding a new layer

* Preview blending in the other canvases

* Update DrawingAlgos.gd

* Move tool preview

* Re-arrange blend menu and add lighten, darken, linear burn and exclusion

* Add divide blend mode

* Add hue, saturation, color & luminosity blend modes

* Undo/redo when changing blend modes
2023-10-22 01:57:45 +03:00
Variable
5e64491bee
Re-implement the ability to add custom export formats from extensions and allow preview display (#924)
* Fixed ExportApi

* Added ability for custom exporters to show their preview

* renamed a function

* Formatting

* Linting
2023-10-18 16:06:19 +03:00
Emmanouil Papadeas
07d3eb4f4b Use nearest filter in the Preview dialog 2023-09-06 03:39:59 +03:00
Emmanouil Papadeas
8fb29e050e Fix formatting 2023-09-05 02:39:01 +03:00
Emmanouil Papadeas
1901078d98 Some static typing and docstring improvements 2023-09-05 02:36:25 +03:00
Emmanouil Papadeas
ea71adf308 Implement webp and jpeg exporting 2023-09-05 00:10:40 +03:00
Emmanouil Papadeas
91bfef16b3
Port to Godot 4 (#900)
* 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>
2023-09-04 16:29:06 +03:00
Emmanouil Papadeas
016bd67ef9 Update contributors, translators, donors 2023-08-30 15:18:00 +03:00
Emmanouil Papadeas
332a06fb5e Add px suffix in PreviewDialog and new string in Translations.pot 2023-08-07 15:25:33 +03:00
Emmanouil Papadeas
87acad1b0a Change hint tooltip of "merge distance" in the preview dialog 2023-08-07 15:18:03 +03:00
Emmanouil Papadeas
74e3ff9f0b Add strings for translation 2023-08-06 18:03:56 +03:00
Variable
42428595c5
Spritesheet Autoslicer (#893)
* 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
2023-08-06 14:56:39 +03:00
Emmanouil Papadeas
51268362c6 Add palette file types as filters to the Open file dialog 2023-07-19 21:01:30 +03:00
Emmanouil Papadeas
e195e32e00 Update translators 2023-07-16 15:24:14 +03:00
Emmanouil Papadeas
6e46cf0c8d Minor code/scene changes
Renames "Centralize" to "Center", as it is a more appropriate verb.
2023-07-08 17:47:24 +03:00
Emmanouil Papadeas
08064098b8 Add an offset image effect
Some functionality as the move tool, but with more precision, wrap around ability and of course animation.
2023-07-04 03:29:58 +03:00
Emmanouil Papadeas
81c0b49c59 Add animatable properties to the Gradient effect 2023-07-04 00:20:55 +03:00
Emmanouil Papadeas
6dc07d0ca2 Rename get_animated_values to get_animated_value 2023-07-03 22:45:45 +03:00
Emmanouil Papadeas
605461e968 Add image effect animatable property translation strings 2023-07-03 22:26:31 +03:00
Variable
ae56cae587
ImageEffect Animation 2.0 (#879)
* 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
2023-07-01 00:01:14 +03:00
Hamster
3dd4806154
Set alignment of the LineEdit in Export Dialog to Left (#880) 2023-06-22 00:12:20 +03:00
Emmanouil Papadeas
494673e7bc Add export dialog options for including the tag names in the file names, and the ability to change the separator character
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.
2023-06-16 04:16:19 +03:00
Variable
a176622b18
Fix Ok button Text of Save and Export Dialog (#876)
to "Save" (also changes to "Save & Quit" when needed) and "Export"
2023-06-14 00:10:36 +03:00
Emmanouil Papadeas
90ac3f60cb Update splash screen artworks to v0.11
Congratulations on all the winners! For roroto's animation, the apng importer is now being used.
2023-06-13 15:01:16 +03:00
Emmanouil Papadeas
e7ff9a6c2e Update AboutDialog.gd 2023-06-04 23:09:28 +03:00
Emmanouil Papadeas
e073790ca2 Update donors 2023-05-28 16:36:54 +03:00
Variable
10245ea056
[Targeted for 0.11.0] Export options to extension (#869)
* Added Export Options

* some improvements

* Improvements

* linting

* don't add format if it's already added

* Fix some more bugs

* fixed accidental change

* add accidentally deleted signal
2023-05-27 17:29:53 +03:00
Variable
c3b0e45205
Export Gif Message (#868) 2023-05-24 12:20:36 +03:00
Variable
35e5340bd6
[Targeted for 0.11.0] Additions to ExtensionsAPI (#867)
* clear layer option button before adding new items

* removed some unneeded things and add new things

* Update ExtensionsAPI.gd

* typos
2023-05-23 19:02:34 +03:00
Emmanouil Papadeas
2ed3605f0f Update contributors, translators and donors 2023-05-03 14:12:33 +03:00
Emmanouil Papadeas
118e2e7671 Move set_nodes() logic to parent class ImageEffect
Also fixes a crash when trying to change the affected cels option in image effects that do not have animation options
2023-04-20 22:29:03 +03:00
Emmanouil Papadeas
91b1186d6f Remove unneeded shader parameters
Also changed the parameter names in HSV to reduce some lines of code
2023-04-20 16:21:09 +03:00
Emmanouil Papadeas
ec2dcae8f7 Add a Posterize image effect, with optional dithering
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.
2023-04-20 16:08:06 +03:00
Emmanouil Papadeas
72a7b277fb Use a ValueSliderV2 in the gradient dialog, and reverse the radius logic
The larger the radius value, the larger the circle, as it should be
2023-04-19 03:44:28 +03:00
Emmanouil Papadeas
1187b0bc49 Load cleanEdge shader when the rotate image or scale image dialog is shown
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
2023-04-18 20:08:00 +03:00
Emmanouil Papadeas
2bca2db27a Add more licenses to the AboutDialog 2023-04-08 00:34:38 +03:00
Emmanouil Papadeas
6700a72e73 Sort contributors and donors in AboutDialog in alphabetical order 2023-04-07 03:01:02 +03:00
Emmanouil Papadeas
60997723e2 Create a parent scene for the image effects
This helps with shared nodes, such as the preview, the affect selection, cels etc options, and the animation properties
2023-04-04 04:19:18 +03:00
Emmanouil Papadeas
91aea32864
Implement 3D layers (#840)
* 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
2023-03-31 21:58:56 +03:00
Emmanouil Papadeas
5f290ae343 Change resize SpinBox to ValueSlider in ExportDialog 2023-03-30 18:20:55 +03:00