The Canvas is now single node, instead of having multiple canvases for each frame. This should also be a performance optimization, since there are less canvas nodes, so there are less _input() calls. It should also fix a rare Undo/Redo issue with motion drawing and making lines. Could be unstable, needs more testing.
As a side effect, the guides are now the same for all frames, so this should also close #246.
Replaces nested Global.animation_tags arrays. Also replaced array.duplicate(true) with looping through the array and creating a new class for each array element, because duplicate(true) does not create new classes, unfortunately, which was causing issues with undo/redo.
Moved code from Global.gd and Canvas.gd to DrawingAlgos.gd. Will also move the fill_gaps and draw_brush methods of Canvas.gd next. Maybe even refactor the inside of them a bit to make them easier to read.
The old way weren't causing any issues, but it would have caused with double-digit version numbers. Also fixed backwards compatibility issue with 0.6.2 and previous versions.
Pixelorama now requires at least Godot 3.1.2 or 3.2.x to work, because TranslationServer.get_loaded_locales() was not included in older versions. If you're using an older version of Godot, please update. Godot 3.2.1 is the currently recommended version, until 3.2.2 is out.
Also updated the list of the translators.
Moved all the relative assets there, including the icon files which no longer are on the res:// folder. The main page of the repository should look much cleaner now.
Made a new "src" folder that will contain the source code files, like all the GDScript and scene files. Please read this for more details: https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/
It made no sense to keep scenes separate from their scripts. More file organizing will follow soon.
You currently cannot change the bindings of the timeline buttons, but now that they are in the input map, it should prevent the shortcuts from being bound elsewhere.
This results in slightly increased performance and decreased
CPU/GPU usage.
This also prevents the "Directional shadow buffer status invalid" error
message from appearing in the console output when using a very old
graphics card.
- If the palette has colors, automatically select the first one
- When adding a new color button, take the color currently selected on the picker instead of white
- Fixes issues with drag&dropping color buttons. The color that was dragged remains selected.
Added a slider under the layer add/remove/etc buttons that changes the currently selected layer's transparency. It gets saved in .png and .pxo files, while respecting non-opaque pixels in the image too. Which means, their alpha values aren't being overwritten.