* add limit change with brush
* Delete Draw.gd
* Delete BaseTool.gd
* Pivot correction in case of even size
* fix the Scale3x
it should not remove the edges now
* formatting
* more formatting
* add limit change with brush
* Delete Draw.gd
* Delete BaseTool.gd
* Added all shortcuts
* formatting
* Removed 1 shortcut from "Fullscreen"
* Assigned shortcuts to special behaviours
* formatting
* Added configurable shortcuts to special behaviour
* formatting
* Added special behaviour shortcuts and some code im
provements
* a minor fix
This results in both better and faster results. Unfortunately, the shader does not work in the Web version, so we have to rely on the old method for that platform.
* Removed some calls to can_pixel_get_drawn by
managing has_selection condition differently
* Refactored `_set_pixel` to shortcircuit.
This allowed shortcircuiting away some tests to speed up common code
paths.
* Further refactor of `_set_pixel`
Removed unused functions. Made conditions for pattern-fills clearer.
* Refactor.
* Refactor.
* Removed dev timers.
* add limit change with brush
* Delete Draw.gd
* Delete BaseTool.gd
* added more info about export conflict
* more info about export conflict
* Update Export.gd
* Update ExportDialog.tscn
* fixed a small mistake
* Implemented floodfill routine by Shawn Hargreaves
* Removed performance timers used for testing
* Reformatting file after setting "Trim Trailing
Whitespace On Save".
* Refactoring to respect code guidelines.
* More reformatting
* More refactoring
* Refactor: added # gdlint: ignore=max-line-length
to line the parser has me set to longer than 100 chars
* Manage selected areas
When exporting an imported image, the export will happen immediately, without having the export dialog appear, unless "Export as..." is selected. For .png imported images, the menu option will display "Overwrite" instead of "Export". This makes it clear that if Control + E is pressed on an imported png, that file will be overwritten.
Instead of LA8. This should result in slightly less memory usage and is more on par with Godot's BitMap "convert_to_image" method, which will be exposed in Godot 3.5.
In this line, a new texture is generated each time the canvas is updated it seems :
But it is mentionned in the documentation to use `void set_data(image: Image)` instead for slightly faster results, which updates the texture instead of creating a new one.
I hope that it is relevant !
Also, if it is approved, this change should be applied to everywhere it is used (except when initializing the texture)