* Blend group layers on `DrawingAlgos.blend_layers()`
* Support group layer blending on the canvas
* Allow editing of group layer properties
* Fix issues with group layer blending in canvas, and unite common code
* Group layers can now be used as clipping masks
* Make move tool preview work on child layers
* Change OffsetImage's `blend_layers()` to support group layer blending
* Support group layer blending in the canvas preview
* Fix layer blending mode, clipping mask opacity and cel opacity not being updated automatically if the layer/cel changed is not selected
* Add a pass through blending mode to layer groups
Fingers crossed that no bugs were introduced
* Fix issue with layers that belong to pass through groups not updating their textures on the canvas automatically on undo
You currently cannot move multiple cels on different layers, they still act as swapping. Eventually I'd also like to implement moving cels between different layers, but they would also have to be on the same frame. I don't think moving cels between different layers and frames at the same time is possible.
This has no effect on non-Steam builds. Steam achievements are mostly for fun, but can also be educational because they can let users know of certain features and functionalities. It's using the GodotSteam GDExtension, but because I do not want to bloat the GitHub repository with things that are not needed for most builds, I decided not to include the GDExtension files, and instead check if the `Steam` class exists in `ClassDB`. The new SteamManager class pretty much does nothing on non-Steam builds, so do not worry about bloat.
In the future we could even take advantage of more of Steam's features, such as Cloud storage for pxo files.
This only works for frames at the moment, not layers and cels. Layers may be harder to support because they also have children. Supports both the "move left/right" options and drag and dropping. Frame swapping (with control) only works when one frame is selected, because I am unsure how they should be handled, especially when the selected frames are not continuous.
Didn't encounter any issues on my testing, but more testing is always welcome.
Allows users to change project name and add custom user data. I was not sure where to put this, so I put it under the Edit menu. It might be a good idea to add a new "Project" menu in the future, and perhaps Scale Image, Resize Canvas and Crop to Content/Selection could be placed there, as they always affect the entire project.
The previous backup code was unnecessarily complicated, hard to read/understand and prone to errors. The new system simply stores the save and backup paths in the `Project` class, and stores the backup files inside `user://backups`, instead of having their file paths be in `cache.ini`.
A very simple implementation, not as complex as something like #768 yet, but it can be done in the future.
The main current limitation is that it doesn't work with group layers as of right now.
Godot 4 has changed how ImageTexture works, as now it doesn't work when the Image is empty. Thus, we need to add Images to PixelCels right when they are created, before the linked cel logic is being handled.
* Update 3DShapeEdit.tscn
Change the menu button to flat to indicate that it is a button that you can press and not a label
* Changed Signal names to make sense
Note: I did not change functions in the ExtensionsAPI
Changed signals in Global.gd (and everywhere else they are referenced) from *_changed to *_switched
* Bonus Signal
Added a signal in Global.gd that gets emitted just before the project is changed.
Added project_changed to Global.gd which also emits what project was changed by an action (not switched).
* Formatting
* Reference Image Updates
* Fixed static typing
Fixed static typing in "src\UI
\ReferenceImages\ReferenceEditPanel.gd"
Changed "ri == null" to "!ri" in "src\UI\Canvas\ReferenceImages.gd"
* Tried fixing the static typing again
Removed lambda functions for the confirmation dialog.
Removed irrelevant print statement.
* Tried fixing static typing again
I think its fixed now
* Changed Spacing
* Fixed Trailing Whitespaces and tabs
* Fixed Final Trailing Whitespace
* Fixed styling and removed useless enum
* Removed double tabs left over from previous commit
* Fixed remove ConfirmDialog Showing on startusp
* Tried Fixing gdlint issues
* Fixed Linting
* Fixed Spelling issues
* Drag and drop to rearrange reference images
Added the ability to drag and drop Reference Images similar to dragging and dropping layers. These can be dragged or used with buttons (similar to the buttons that move frames). With full undo/redo support.
Added tool buttons these should help people who draw on tablets that cannot use keyboard shortcuts (icons still need to be created)
Renamed ReferenceEditPanel.gd to ReferenceEdit.gd (because it is no longer the script of a panel) and changed the base class of the Reference Panel.
Added some more translations.
Remade ReferenceImageButton.tscn to allow for drag and drop
Added drag highlight
* Added Icons
Added icons for the tools of the Reference Images
* Applied the icons to the UI
* Fix Scripting Issues
* Fixed Linting
* Rename Move.png to move.png
* Update Canvas.gd
* Updated the tooltips
Also added the correct translations
* Rename Select.png to select.png
* Rename Select.png.import to select.png.import
* Rename Move.png.import to move.png.import
* Rename Rotate.png to rotate.png
* Rename Rotate.png.import to rotate.png.import
* Fixed import files
* Rename Scale.png to scale.png
* Rename Scale.png.import to scale.png.import
* Added logic to update the reference panel when the project changes
Also fixed visual bugs related to highlighting the current reference image.
Made it so the reference image that was selected in a project get selected again when the project opens instead of going back to -1 (nothing)
* Update Project.gd