* allowed and enabled per_pixel_transparency
* Added a Transparency menu
* Added an Alternate screen for transparency
* Added transparency methods
Added the transparency methods plus modified fullscreen such that it resets transparency on toggling hence, Removing the issue of blackness
* Modified the shader to allow transparency
* Added a material to ViewportContainer
Fixed the bug that darkens image when decreasing opacity
* Update Global.gd
* Update Main.gd
* Update TopMenuContainer.gd
* Cache tile mode rects
* Make TransparentChecker don't calculate tile mode rect on its own
* Minor fixes
- typo
- formatting
- moved unlock() call to the method where matching lock() was called
* Draw grid only over the Canvas (when in tiling mode)
* Replace some magic numbers with enums.
It's too easy to break something when adding something new in here. Should be a little harder now.
* Added Pixel Grid.
- Pixel grid is shown only when it's enabled and camera is zoomed close enough.
- Settings: pixel_grid_show_at_zoom (as a percentage because that's what's shown in the settings panel), pixel_grid_color. Default values might need changing.
- To distinguish between grid and pixel grid default settings for grid width, grid height are changed.
- Now both grid and pixel grid are drawn above (after) tile mode. Grid is drawn above (after) pixel grid.
Fixes #377. The issue was that the shader material was being shared with the background of the cel buttons, and when the cel button transparent background was resized, the canvas transparent background was also affected.
* Improved tiling feature
* Removed some unwanted code
* Fixed the bug mentioned by overloaded
* Added the requests by overload
* changed the y value which was given x value before