Revert 21b4f3369f, but make that behavior toggle-able in the Preferences. Also exposes the onion skinning colors for the past and future frames, and renames "Blue-Red Mode" to "Color mode".
* 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
And fix issue where the clone, remove and reverse frames always only affected the selected frames and not the frame where the right click occurred (bug introduced some commits ago, it's not present in v0.11).
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.
* Duplicated frames
* Added Clone Tag feature
* fix remaining tag issues
* Update AnimationTimeline.gd
formatting
* formatting
* formatting
* add icon and other remaining stuff
* formatting
* formatting
* Update AnimationTimeline.gd
* Update AnimationTimeline.gd
* some bug fixes
* some bug fixes
* make empty tags appear as (Untitled)
* linting
* Delete copy_frame.png
* Delete copy_tag.png
* Add files via upload
* removed separate button and use tag button
* UI improvements to
"Paste content from tag"
* remove some lines that appeared
during resolving conflicts
* Update AnimationTimeline.gd
* moved paste tag code to it's own script
to reduce lines to 1000 in animation timeline.gd
* formatting
* Add files via upload
* test lint disabling
* Update AnimationTimeline.gd
* increase max file lines to 2000
* Removed accidental changes by commit:.....
1902938b98
(Due to my bad habit of dragging and dropping files instead of using git)
This is useful for users that do not have a mouse wheel, such as touchscreen users. Changing themes also changes the theme for the frame buttons automatically as well.
Previously, it was set to the size of the object_properties dictionary, but if the user has deleted objects, the object id would be higher than the size of the dictionary, since current_object_id never decreases.
* Tilemode selections
* Selection TileMode
* Fixed some bugs with the ORIGINAL tile mode
Image brushes needed to be adjusted
* remove behaviour checkbutton
* fixed remaining things
* formating
* formatting
* formatting
* formatting
* fix crash on rotating image
* Fix Color getting transparent on double chicking
same swatch twice
* typo
* typo
* Update RotateImage.gd
* Use sheckbox instead of option button
* make checkbox directly under select menu
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.
On large canvases (like 4096x4096), simply moving the mouse around was laggy. It turns out that texture_to_draw = current_cels[i].image_texture was causing the lag, but I'm not sure why. It could be that texture_to_draw was a Texture and not an ImageTexture.
There is still some room for optimization, both the second canvas and canvas preview are being drawn on _input(), which is unnecessary.
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
* 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