* Some Popup changes and added self awareness
start/end is automatically determined by selected cels boundary
* Update FrameTagDialog.gd
* some more code formatting
* 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...
* 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
* New translations Translations.pot (Danish)
* New translations Translations.pot (Danish)
* New translations Translations.pot (Danish)
* New translations Translations.pot (Korean)
* Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode
* Shading tool hue shifting fixes and tweaks
* Duplicate shader resource before modifying its code
* added line before comment
Co-authored-by: MrTriPie <MrTriPie>
* 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
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.