* 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>
* Code Improvements to Perspective editor
* formatting
* fixed a bug
* Some drastic changes
* Delete src/UI/Tools directory
* Delete src/UI/UI/PerspectiveEditor directory
* Some drastic changes
* i messed up so here's the fix
* Added easy movement and rotation
* formatting
* useless script
* fix some things and add tracker disabler
* formatting
* fix incorrect length on redo
* remove useless code
* 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>
Gradients are no longer limited to two colors, but can now instead have as many as we want, with each color having its own offset. Step gradients have now been removed; to generate the same effect, you can now generate a linear gradient with constant interpolation. Cubic interpolation in gradients is now also possible.
The dithering shaders were by far the biggest challenge and they had to be re-written in order for them to support multiple colors, with each one having a difference offset. I have noticed that some colors may disappear when Constant interpolation is used, though, so it can be buggy sometimes. Thanks to https://godotshaders.com/shader/dither-gradient-shader/ for the reference.
ValueSliders are now also used in the gradient window.
Prior to this commit, the transformation (moving/scaling content with selections) of only one of the selected cels would appear, and the rest would only have a visible effect on transformation confirm.
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.
* 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.
* 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
* 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>
* Updated PixelLayerButton's LinkButton's hint_tooltip to be more accurate
* Don't automatically link the current frame's cel when enabling new_cels_linked on a layer
* Mostly added new system
* renamed link group to link set
* Enable drag and drop of linked cels on the same layer
* formatted CelButton.gd
* serialize/deserialize
* Copy frames w/ new linked cels system. Removed copy_cel from layer classes
* Removed commented out code from AnimationTimeline.copy_frames
* Removed Project.duplicate_layers
* Removed unlink_cel in favour of using null with link cel (as the first part of that method was the same)
* Disabled show_behind_parent on PixelCelButton's LinkedIndicator, as it wasn't enough to improve visibility of selection
* Moved BaseLayer.copy out of the Methods to Override section
* Added optional texture param to Cel's set_content method (needed for use when deserializing, and otherwise helpful
* set textures with set_content where needed
* open_image_as_spritesheet_layer new_cels_linked part updated
* clone layer with linked cels implemented. Removed copy_all_cels from layer classes
* weaked how copied layers names are updated
* Merge layers works with new linked cels now
* Fixed texture on cel buttons not being updated on button setup
* fixed bug where using set_content with new image texture would result in an empty texture
* Open old .pxo with new linked cels
* simplified backwards compatiblity
* removed linked_cels
* better linked cels backwards compatibility
* Removed some old TODO comments
* fixed linked_cels conversion bug when linked_cels is empty
* Added undo for linking the previous cel when creating new cels with new_cels_linked enabled
* Removed TODOs
* Cleaned up some method variable naming
* Cleaned up deserialization
* combined matching for loops
* Inlined BaseLayer.copy() where its used
* gdformat
* Fixed Translations,pot
Co-authored-by: MrTriPie <MrTriPie>
Prevents errors (and potentially unwanted behavior) if attempting to undo while in the middle of drawing with the Pencil, Eraser of Shading tools. Needs more testing in case I broke something else.
* Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode
* Shading tool hue shifting fixes and tweaks
* Bringing over changes from layer groups brach, without any changes to layer blending
* Some quick fixes to make it work again
* Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed
* Layer drag highlighting (need to actually drop them correctly, also need to do cels)
* Added more layer hierarchy related functions, organized the function order in the Layer classes a bit
* Switched the layer type changing from string to int
* Moved layer type enum to Global
* Added get_layer_type_name(), currently used for the default layer name
* Renamed the layer get_children/is_a_parent_of functions
* changed get_layer_type_name() to get_default_name(number)
* New layer drag and dropping behavior
* Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type
* Fixed warning
* Added a line to child layers wich makes it easier to see where they are in the hierarchy
* Fixed debugger warning
* Fixed all cel types loading as PixelCels
* Fixed spacing issue with cels when collapsing groups
* Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing)
* updated temporary todo comments
* Created a base scene for layer buttons and merged layer button script into one
* Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton
* Use a base scene for CelButtons
* First bit of the refactoring work
* Several bits of refactoring
* Fixed moving cels
* Cleaned up Project.move_cel function
* Fixed project_layer_removed
* Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock
* Bug fixes. Updating layer button's buttons
* Fixed timeline selection issues when creating a new project. Some code cleanup
* tweaks
* Removed a bunch of commented out code
* Removing more commented out code
* Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame
* Changed add/remove_frame to add/remove_frames (multiple support)
* Refactored copy_frames in animation timeline
* added copy function to cel classes
* added layer copy function
* simplifed copy_frames a tiny bit
* Updated TODO comments to categorize them and remove any that were already done
* Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested
* Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button
* some TODOs
* Added layer swapping
* Added priorities to refactor TODOs
* Simplified layer swapping code a little
* Fixed performance regression on changing project, updated TODOs
* Included _on_MergeDownLayer_pressed in timeline refactor
* Cleaned up _on_MergeDownLayer_pressed refactor
* If all frames are selected, prevent being able to remove all of them
* Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels
* Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function
* Simplified _toggle_layer_buttons some more
* Added hierarchy support for move up/down layer buttons
* Added toggle_frame_buttons method to project (extracted from _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name
* Fixed duplicate_layers parent references being to the original layers
* cleaned up project.move_layers method a bit
* TODOs
* moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions
* animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline
* Cleaned up project_changed in ANimationTimeline a bit
* Cleaned up project_layer_added in AnimationTimeline
* Changed Layer classes get_default_name to set_name_to_default
* Cleaned up LayerButton.drop_data slightly
* Looked at some of my TODOs
* cleaned up copying cels
* Fixed CelButton linked_indicator not showing up right away when becoming linked
* Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo
* Fixed regression with copy_cel (linked) in when cloning a frame
* Minor cleanup, more detailed comments, updated TODOs
* more improved comments
* Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state
* Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it
* Updated comments and TODOs
* cleanup
* removed some code that should no longer be needed
* updated comment
* removed Project's frames and layers setters _frames_changed and _layers_changed
* Made some 'for x in range(array.size())' just 'for x in array.size()'
* updated comments/TODOs
* Cel content changes intial
* Added 'content' methods to Cel classes
* Removed image var from PixelCelButton
* Reusing PixelCelButton.gd on GroupCelButton scene
* Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd
* Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels
* TODOs, prevent memory leak when closing projects
* Link/unlink cel cleanup
:
* Added _project param to _init methods of Layer classes
* Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd
* Removed a temporary check (which also fixed another bug)
* Clone child layers when cloning a layer
* Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors
* TODOs
* Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates
* Added create_new_cel methods to Layer classes
* Updated TODOs and comments
* Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame
* Renamed create_layer/cel_button to instantiate_layer/cel_button
* updated TODOs
* prioritized TODOs
* Fixed some warnings
* removed commented out code from previous commit
* Fixed export
* Made open_image_as_new_frame work after timeline refactor
* Fixed open_image_as_new_layer after timeline refactor
* Some linked cel fixes
* More linked cels fixes
* cleanup
* Optimized importing spreadsheet as new layer
* Fixed Scale Image crash with Groups
* Fixed onion skin with groups
* Removed blend_mode from BaseLayer for now
* Mostly fixed image effects
* Fixed resize canvas
* Fixed drag and drop not working with Cel Buttons on Group Layers
* updated TODOs
* Renamed Replace Frame (in open image) to Replace Cel
* Continued renaming Replace Frame to Replace Cel
* Made open_image_at_cels work after timeline refactor
* Added get_layer_path method to BaseLayer
* Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel
* Updated TODOs
* updated TODOs
* Comments for cel content methods
* fixed right clicking group cel button deselecting the button (even though cel is still selected
* frame/layer modification methods comments
* Removed unneeded size flags
* TODO updates
* Removed a loop that would never run from open_image_as_spritesheet_tab
* TODO update
* Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method
* Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed
* TODO Updates
* Removed unneeded code from delete_frames
* Made delete_frames variable names more consistent with my other changes
* Continuation
* made variable names in copy_frames more consistent with rest of changes
* Update TODOs
* Removed TODOs for after this PR (moved to my notes)
* Fixed crash when pasting image on Group
* Fixed layer .visible check to be is_visible_in_hierarchy()
* Removed some drag highlight polish code that didn't work
* Removed code from Canvas update_texture and update_selected_cels_textures that was redundant
* gdformat
* gdformat
* gdlint fixes
* Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer
* Fixed crop image and centralize image
* Added '# gdlint: ignore=max-public-methods' to the top of Project'
* Fixed dragging cels to layer of different type crash
* Formatted CelButton.gd
Co-authored-by: MrTriPie <MrTriPie>
* Use Image instead of BitMap for selection
Not complete and Pixelorama is currently broken
* Add a SelectionMap class
* Make the changes in Selection.gd
* Remove selection_bitmap
* Replace duplicate() with copy_from()
* Fix selection
Intersection and transforming are not working
* Fix wrong pixel color values
* Fix selection transforming
* Call selection_bitmap_changed() on scale
* Fix clipboard
* Remove bitmap_to_image()
* Rename selection_image to selection_map
* No errors in Magic Wand
* Rename selection_bitmap_changed() to selection_map_changed()
* Format
* Fix selection resizing
* Remove a line from image effects
* Fast selection inverting using shader
* Update SelectionMap.gd
* Format
* Convert SelectionMap back to LA8 after inverting
* Minor refactor in RectSelect.gd
* Fix intersections
* Use shader for ColorSelect and add color similarity option
* Update RotateImage.gd
* Hide/Show options based on current tile option
* Changed a condition for tile mode
* Simplified tile detection code
* Priortize main tile as nearest if mouse is in it
* make tile mode draw behind canvas
* Changed a condition
* Tiles on top gets detected first...
...in case of overlap
* Only display relavant options
according to current mode
* Update preview according to..
..current mode
* removed print()
* Added tile masking
* Added tile masking
* Compare mask with project size
only masks with same size as project are accepted
* Formatting
* Added the suggestions
* Some minor modifications
* detect if a mask is loaded or not
* Added tile_mask to project
* Cosmetics
* added path detection
* added option to emit signal instead of loading...
... image directly through OpenSave
* Added a way to load mask for HTML5
* formatting
* formatting
* Formatting
* set proper way for saving tile_mask
* Formatting
* removed whitespace
* Add preferences for tile mode basis vectors
Each tile is offset according to the x and y basis. For example, a tile (1,1) would be at basis_x + basis_y
* Update tools for custom tile modes
Show the indicator in the correct position, and only draw on the nearest tile.
* Fix style issues
* Move tile functionality to own class to prevent bloating Project
* Fix error in Tiles bounding box logic
* Make tile mode offsets project settings
Since the desired tile mode offsets depends on the tile being drawn, the tile mode offsets should be a project specific setting which is persisted in the project file.
* Update TileMode object immediately after closing dialog
* Don't draw center tile by default in TileMode
* Move tile mode offsets to view menu
* Move tile mode offsets dialog out of ImageEffects