Instead of storing copies of entire images. This is a bit slower on the CPU side, mostly on larger canvases, but it is a massive RAM optimization. Perhaps it could be move optimal to use a shader here.
* added some docs to global
* more docs
* completed preference docs
* removing typos
* added more docs
* some more docs
* some doc revisions
* typo
* removed typos
* added more docs
* completed global doc
* fix typos
* changed some stuff
* replaced (Preference Variable) with "Found in preferences"
* ExtensionsAPI.gd to ExtensionsApi.gd
* added docs to outer Api
* added empty line
* added docs to GeneralAPI
* added docs to MenuAPI
* added docs to DialogAPI
* added docs to PanelAPI
* added docs to ThemeAPI
* added docs to ToolAPI
* added docs to SelectionAPI
* added docs to the remaining APIs
* fix typo
* formatting
* linting
* linting
* documented AnimationTag class
* documented BaseCel class
* more accurate instructions to generate api
* improve/clean docs a bit
* documented BaseLayer class
* linting
* added some more docs
* Update BaseLayer.gd
* typo
* added some more info
* Preview blend modes
No support for exporting and layer merging yet. Also need to fix the move tool preview.
* Preview blend modes on tile mode
* Raise layer limit to 1024
* Export images with layer blending modes
* Save blend modes in pxo files
* Merge layers with blending modes
* Fix crash when adding a new layer
* Preview blending in the other canvases
* Update DrawingAlgos.gd
* Move tool preview
* Re-arrange blend menu and add lighten, darken, linear burn and exclusion
* Add divide blend mode
* Add hue, saturation, color & luminosity blend modes
* Undo/redo when changing blend modes
* move paletes to bin instead of deleting them permanently
* changed emit_signal to deleted.emit()
* allow user to choose between permanent and temporary deletion
* added translation for "Move to bin"
* changed delete dialog to a confirmation dialog
* added "Delete Permanently"
* Initial conversion
* Hide some dialogs
* Update addons
* Fix errors in scripts
Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position()
* Update shaders
* Fix some more errors and signals, rename "pressed" to "button_pressed"
* Even more error fixes and renaming corrections
* Fixed more errors, Pixelorama almost runs
* Update ValueSlider.gd
* Remove lock() and unlock(), more ImageTexture.create_from_image() static usage
* More static function using
* Re-add some of the dialog signals, fix window transparency
* Change instances of popup_hide to visibility_changed
* More more errors and warnings
* Fix more errors and warnings
* Get rid of errors in the output when opening Pixelorama in Godot
* Properly connect most signals without using strings
* Fix some scenes
* Don't load Main.tscn
* Emit signals directly instead of using strings
* Fix Keychain menu nodes
* Get rid of self. on most instances, as setters and getters are now always called
* Some more static typing
* Disable texture filters
* Fix zooming
* Fix int as enum warnings
* Fix tools and rename doubleclick to double_click
* Update tool scenes
* Fix tabs
* Fix create new image
* Use static typing on flood fill to speed it up
* Update static-checks.yml
* Reverts #729 for a speedup, hopefully the bug won't get re-introduced
* Fix TransparentChecker warning
* Re-add Default template
* Fix 3D cels
* Fix rotation
Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264
* Fix UITransparency alignment issue, thanks Variable
* Add missing OptionButton items
Hopefully that should be all of them
* Fix the appearance of CollapsibleContainer
* Change instances of world to world_3d
* Fix tool button backgrounds
* Fix Splash dialog
* Fix brush selection
* Update Main.gd
* Fix About Dialog
* Fix more zooming issues
* Fix canvas preview zooming
* Use signals for queue_redraw on project change
* Fix layer button's look
* Fix gradients
* Some gradient fixes and code cleanups, dithering is still broken
* Fix bucket
* Fix the rest of the undo_redo.add_(un)do_method() cases
* Fix guides
* Fix guide text
* Some small changes in Main
* Update Tools.gd
* Fix palette importing
* Get rid of TODOGODOT4s
* Fix the rest of the dialogs
* Update the rest of the scenes
* Fix onion skinning and frame tag dialogs
* Fix file brushes being imported twice
* Fix palette swatch crashing on double click
* Use nearest filter for some of the windows
* Remove old .tres font files
* Fix language switching
* Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools
* Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items
This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged.
* Clean shortcut-related duplicate code in TopMenuContainer
* Remove DroidSansFallback now that system fonts can be used as fallback
* Remove 3.x settings from project.godot
* Format
* Format gdgifexporter
* Reset Keychain to its original state
* Remove textures from the dark and gray themes
* Remove all textures from the dark theme
* Better static typing in DrawingAlgos
* Use Vector2i for project size
* [Risky commit] Use Vector2i instead of Vector2 for tools
I tested it and everything seems to be working the same as before, but more testing would be appreciated.
* Format after previous commit
* Fix line angle constraint being rotated 180 degrees
This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`.
* Fix input map action not found errors when pressing Shift or Control
* Make AnimatePanel bigger, add spring interpolation
* Fix some layouts/extensions/preferences loading errors
* Fix dithering
* Update layout resources
Probably doesn't change anything at all, but I suppose it might be a good thing to do
* Small changes
* Disable filter in ResizeCanvas dialog
* Fix some preferences default button states
* Fix tile mode always having masking on
* Use integers in tile mode
* Fix checkboxes in preferences not working
* More statically typed arrays!
No need to have these # Array of X comments anymore!
* Fix "apply all" for multiple preview dialogs
* Update theme.tres
* Add HeaderSmall theme type variation
* Fix dynamics buttons
* Don't allow sub-zero zoom values
* Let zoom_out_max always remain Vector2(0.01, 0.01)
This fixes zooming on large canvases
* Bump version to v1.0-dev
* Fix ambient light not working on 3D cels
* Fix .obj loading
* Don't allow greater than max values in the zoom slider
* Set maximum zoom value to always be (500, 500)
* Set zoom slider minimum value to 1
* Some UI changes, mostly related to buttons and the timeline
* Change window titles to what they were before
* [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels
* Avoid changing Cel3DObject's file_path if it's the same
* Make preferences window bigger
* Fix png exporting
* Fix reference image initial size and filter setting
* Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor
* Format and some linting
* Remove most Images from the rest of the themes
* Remove all textures from all themes
* Fix drawing when the mouse gets released outside the canvas boundaries
* Format Keychain
* Implement #890
* Fix recorder
* Fix layout deletion
* Better static typing and fix empty_clicked signal-connected methods not having arguments
* Fix layout and extension directory creation if they don't already exist
* Change all instances of "HTML5" to "Web"
OS.get_name() now returns "Web" instead of "HTML5" in Godot 4
* Fix JavaScript detection
Opening files in the Web version does not yet work for some reason
* Fix formatting
* Fix lint errors
* Remove unneeded lines from rotation shaders
* Clean some rotation shader related code
* Remove ErrorManager from #891, as it's no longer needed in Godot 4
* Some docstrings
* More Vector2i and Recti replacing their float counterparts
* Remove the hardcoded shortcut from ValueSlider
Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet.
* Fix bugs from the rebase, integer zooming is currently broken
* Format
* Fix bug where some imported images would fail to load when using smart slice
* Fix integer zooming (I think)
* Fix errors after #898
* Fix some UI issues with PreviewDialog
* Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd
* Update Keychain and addons/README.md
* Update CI to Godot 4.1.1 (probably will not work)
* Remove XDGDataPaths.gd
* Make windows non-exclusive
* Attempt to fix macOS CI
* Attempt to fix CI
* Attempt to fix CI
* Minor fix in the dark theme, more will follow
* Silence enumerator/integer warning
* Attempt to fix macOS CI
* Another attempt to fix macOS CI
* Attempt to fix Windows & macOS CI
* fix: Recorder directory create (#903)
* Update Keychain so that the brush size shortcuts can be changed
This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons
* Change OSX to macOS
* Detect if multi-threading is enabled when exporting gifs
* Fix color picker not working on the top color mode
* Make some public methods private in Export.gd
* Remove Global.window_title variable
* Fix frame UI in the timeline breaking after 100 frames
* Static typing improvements for the timeline
* Better static typing for grids
* Fix typo
* Fix pixel grid not appearing
* Move preference updating code to Global using setters
This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice.
* Remove RestoreDefaultButton.tscn
* Implement changing font size in the preferences
* Resize HeaderSmall font size along with the default font size
* A step towards fixing image loading in the Web version
Doesn't completely fix the issue, it requires a fix from Godot's side as well
* Implement missing input event actions for buttons
TODO: Add default shortcuts
* Do not change language and theme if they are already the defaults
Reduces the initial loading time a bit
* Remove update_hint_tooltips() as it's no longer needed, only keep it for tools
This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips.
* Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger
* Fix Vector2i + Vector2 errors in grid center snapping
* Update tooltips when the shortcut profile changes
* Fix copy-paste mistake
* Update tooltips during startup if the shortcut profile is not the default
* Fix gif warning label size in ExportDialog
* Fix BBCode in ExportDialog
* Fix some Godot 4.2 warnings
* Some CI fixes
* Static typing improvements and more inline functions
* Format
* Even more static typing, inline methods, docstrings etc
* Some more static typing improvements and inline setters
* Remove unneeded project type specifying
* Fix splash dialog error
* Fix enumerator warning
* Don't preload the font in the rules and guides
* Fix some integer division warnings
Sometimes we indeed need them to be floats
* Change some Rect2s to Rect2is
* Minor static typing improvements
* Update README, CHANGELOG, Translations
* Only load translation files when needed, reduces loading time a bit
* Update Keychain so it doesn't load languages during startup
* Lazy load all tool scenes, breaks compatibility with the extension API
Decreases initial loading time
* Format
* Very minor loading time speedups
* Remove unneeded project type specifying
* Even more static typing and docstring improvements
* Fix extension loading
* Palette docstrings
---------
Co-authored-by: ppphp <kevinniub@gmail.com>
* Added autoSlicer
* Fixed the remaining things (Autoslicer fully functional)
* Update RegionUnpacker.gd
* Formatting
* formatting
* formatting
* neatify
* Update RegionUnpacker.gd
* formatting
* formatting
* Update RegionUnpacker.gd
* Update README.md
* Added region unpacker class
* Optimized the region unpacker, this should now be twice as fast
addon version: f01526e50db98eea6d4d69db3c241d360887af7f
* change Smart Slicer to 5745b26a6e0b7e10bc4a46d07b5f9f0dd8f26c96
5745b26a6e
* Delete addons/SmartSlicer/Shader directory
* removed shader
* Update SmartSlicer Version
278b1c5a80b2c8b89279e405156d556732ce98d2
* Formatting (This is torture LOL)
2578b74ba84289aa109ae715b4a6c90fd5e23126
* Delete addons/SmartSlicer/addons/SmartSlicer/Classes directory
* Formatting
Version remains same
* Delete SmartSlicePreview.gd
* use _draw instead of line2d
and moved SmartSlicerPreview.gd for better organization
* Formatting
* More formatting
* Fix bugs related to import
* fix crash on attempting to open empty image
as new spritesheet tab (smart)
* removed accidental print
* fix empty image warnings
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".
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.
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.
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
* Added intial crop tool
* [skip ci] Removed unneeeded LINE_WIDTH constant from CropRect
* Added DimensionsLabel
* Cleaned up CropRect._draw
* Hide the CropRect after switching to a different tool
* Sets the crop values to the entire canvas size on setup
* [skip ci] Added crop tool tooltip
* Made Crop tools synced with eachother by placing the crop settings on CropRect
* Added new modes, refactored, added rule of thirds lines and darkened background
* [skip ci] reset optimization
* Renames
* [skip ci] Tweaked the darkened background
* Fixed bug with top/bottom/left/right sliders after rect refactor
* Changing width/height on locked aspect ratio bug
* Aspect ratio sliders rounding/setting a min of 1 px height/width
* Fixed bugs with drawing the crop rect, especially with locked aspect ratio
* Save the mode to config_cache
* Added size lock and renamed mode
* Added tooltip for size lock. Not sure if I did the translation file right
* removed signal that wasn't used
* Formatting
* Removed old TODO comment from one of my previous PRs that isn't true anymore
* Fixed definition order for linter
* Changed locked size modes moving to offset by @Variable-ind, reordered methods
---------
Co-authored-by: MrTriPie <MrTriPie>
* Image bruch now obeys dynamics as well
* Added a signal that resets dynamics
* formatting
* change uncheck.png
* added preview for pressure
* Added the requested changes
* Added Perspective Editor
* removed unintended changes
* Removed unintended changes
* removed un-intended changes
* Delete Axes.tscn
* Delete Axis.gd
* Removed MouseGuides from editor
I will add them separately
* Added MouseGuides
* Some changes
* Fixed some things
* added mouse guide
* make MouseGuides remember last setting
* don't move if dialog is open
* Dont move tracker guides if dialog is open
* UI improvement to editor
* Update VanishingPoint.gd
* UI Improvement
* Minor Color Improvements
* fixed a bug
This was causing a crash
* Some UI Changes
* Improve UI some more
* fix typo
* Added Undo/Redo and improved UI
* Formatting
* formatting
* formatting
* formatting
* Fix Definition out of order
* Fix Definition out of order
* formatting
* formatting
* fix Duplicate error
* Fix some things
* Some UI Changes
* Some code refinement
* Removed un-needed lines
* Some code refinement
* Some more UI Changes
* Changes, Changes and Changes
* Delete LineButton.gd
* Delete LineButton.tscn
* Delete PerspectiveEditor.gd
* Delete PerspectiveEditor.tscn
* Delete PointCollapseContainer.gd
* Delete PerspectiveLine.tscn
* Delete PerspectiveLine.gd
* Changed boundary separators to ColorRects
* make the guide update more frequently
* make default color have full alpha
* Dim the boundaries based on luminance
* typo
* Formatting
* Formatting
* formatting i forgot to do
* Delete VanishingPoint.gd
* Delete VanishingPoint.tscn
* Fixed rouge collapsible container
---------
Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
Snap to the rectangular grid and guides (excluding symmetry guides). Can be toggled from the View menu. Currently affects the following tools: Pencil, Eraser, Shading, Line, all shape tool and all selection tools. Although maybe this should not affect the Magic Wand and Select By Color? The snapping distance is currently unaffected by the zoom (should change), and it will be exposed as a parameter in the preferences at a later commit.
* Added Class System to Api
* formatting
* removed extends
* update extension version
* Added Some New Fail-Safes
* fix typo
* Formatting
* Update ExtensionsAPI.gd
* Typo
* formatting
* formatting
* Moved Reference Images to it's Folder
* Moved the rest to their respective folders
* formatting
* Fix formatting
I removed the `PackedScene` static typing declaration to reduce the number of characters in the line to less than 100. It's not really needed anyway, as Godot should be able to figure out that it's a PackedScene, since it's a tscn file, simply by using `:=`.
* reverting some changes
* Removed some un-expected things
* Fixed TransparentChecker Code
* fix typo
* Revert it
I didn't realize it was intended
* Removed unneded changes
* removed some unexpected changes
Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
* Api Improvements
Proper Removal of Tools
A new `get_current_cel_info()` method
* a new show_error() method
usefull for displaying messages like "Incompatible API" etc...
* typo
* formatting
* added an improvement
Otherwise we would have to connect the signal for every opened project. If a feature/extension requires it, we could add a reference to the project as a parameter for the cel_changed signal, but since that can get retrieved with Global.current_project, it's probably not needed.
Using a signal to change the cel was not a good idea, because it was not being emitted with the undo/redo system. The signal should also fire *after* the cel changes, and this is what happens in this commit. Should be useful for future features and extensions to check whether a cel has been changed.
A small refactor. A very minor performance boost when selecting cels, but also a minor performance decrease when selecting frame buttons. Selecting layer buttons should be pretty much the same. I think the code should be a bit more readable now, plus we got rid of that yield() in Project.gd so that's a bonus.
* Implement clear4x rotation
* Don't use pixelated uvs on the final result, only on the preview, and fix pivot positioning
* Update to cleanEdge algorithm
* Add cleanEdge scaling
* APNG loader: Import addon to take over APNG handling
* APNG loader: Transition code to using the AImgIO addon
* APNG loader: Can now open APNGs.
* AImgIO: Update to fix bugs
* APNG loader: HTML5
* APNG loader: gdformat/gdlint addon
* APNG loader: OpenSave formatting fix
* APNG Loader: Add ignore line to OpenSave because it's too big
* Fix GIFAnimationExporter bug caused by the switch to the addon
Removed `directory_path`, `file_name`, `file_format` and `was_exported` from Export.gd. These variables already exist on Project.gd, no need to have them twice.
Users can now change from GLES2 to GLES3 and vice versa. The change requires a restart of Pixelorama to take effect. Does not have any effect if Pixelorama is being run from the Godot editor. I suppose we should add logic that detects if GLES3 is even supported in the first place in that device before allowing it as an option, but at least I enabled GLES2 fallback in the project settings, so it *should* fall back to GLES2.
* Remove animation tab from the export dialog, unify it with the first tab
* Tidy up the UI using GridContainers
* Make ExportDialog a ConfirmationDialog and clean some code
* Make project a parameter in export methods
This will be useful in the future for exporting multiple projects at once via terminal arguments
* Add a layers option in the export dialog
Currently only visible layers and selected layers, need to add specific layer selection and handle group blending properly.
* Align everything to the left
* Change "directory" into "folder"
* Make animation direction affect spritesheets and multiple png exporting
Besides just gifs and apngs
* Minor code re-organization
* Keep spritesheet options when changing tab
* Use the Unicode multiplication sign in the dimension label
* Specific layer exporting with group blending support
* Change file format cursor mode to pointing hand instead of forbidden
* Add a new custom CollapsibleContainer node and use it for advanced settings in the export dialog
* Change Popups node into Control so its children will automatically inherit the theme
* Add the TextureRect of the CollapsibleContainer in the UIButtons group
* Update ExportDialog.gd
* Disable "Create new folder for each frame tag" when gif/apng is selected, and hide it completely on the spritesheet tab
* Fix "Create new folder for each frame tag" being visible even if the CollapsibleContainer's button is not pressed
* Show layer path for each layer in the export dialog's "Layers" option
* Update translations
* Update strings
* APNG: Initial refactorings of animation exporter internals
* APNG: Make ExportDialog actually able to handle multiple file formats
* APNG: Bugfix to FPS hint and such
* APNG: Refactoring: Fix file format propagation
* APNG: Make an "APNG exporter" which creates an empty PNG container
This was the testbed of the previous integration commits.
* APNG: The actual exporter!
* APNG: Remove random src/Main.tscn changes
* APNG: Format/lint
* APNG: Format & Lint, part II
OpenSave.handle_loading_files() has been renamed to OpenSave.handle_loading_file and it now takes a single string as a parameter, instead of a PoolStringArray. This was needed for Main.gd's new _handle_cmdline_arguments() method. This method does not add any new functionality for now, but it will in the future.
* Fixed link cel indicator color and animation tags position
* New scrolling and min size
* fixed dockable container for the timeline min size
* Cleanup
* Tweaked minimum size
* Removed some hacks that are no longer needed
* Fixed frame scrollbar not being in the right place at startup, added ensure_control_visible
* frame scroll horziontally without shift if can't scroll vertically + min size tweaks
* Renamed the frames/layer/cel containers
* Always scroll by whole frames
* Fixed conflict
* reoranized AnimationTimeline scene's node tree to wrok as expected
* tweaks
* Fixed tag position and removed uneeded layer button theme code
* added the icon theme code back, I thought this was for the timeline XD
* Smaller LayerButtons
* Save Layer and Cel size between sessions
* Combined _on_AddLayer_pressed and _on_AddGroup_pressed into 1 add_layer method
* Rename scroll container
* formatting
Co-authored-by: MrTriPie <MrTriPie>
* Implemented except for clone layer bug
* more asserts
* Fixed the layer cloning bug
* gdformat
* Fixed new cels linked crash
* Fixed old .pxo files
* Removed default red color from LinkedIndicator in PixelCelButton scene
Co-authored-by: MrTriPie <MrTriPie>