* 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
* gdformat .
* Lint code - Part 1
* Format code - Part 2
* Lint code - Part 2
Trying to fix the max allowed line length errors
* Add normal_map_invert_y to the image .import files
Because of Godot 3.4
* Do not call private methods outside of the script's scope
Lint code - Part 3
* Format code - Part 3
* Fixed more line length exceeded errors - Lint code Part 3
* Export array of licenses - Lint code part 4
* Clean hint_tooltip code from Global
Removes a lot of lines of code
* Create static-checks.yml
* Fix FreeType's license
* 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.
- Now the current frame is drawn to a separate Viewport (with transparent background) taking into account only per layer opacity,
- Tiling is drawn by drawing current frame's ViewportTexture with tile mode opacity applied (using premultiply alpha blending).
Co-authored-by: kleonc <kleonc@users.noreply.github.com>
* 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
I mostly did it so I could move tile mode logic into a new node, so I could have control over the drawing order. TileMode.gd also always draws 8 blank rectangles, which are being drawn on top of the grid, in order to hide it if it gets out of boundaries. We are now very close to implementing an isometric grid, #305.
This shouldn't have much of a performance impact, but some more testing is most likely needed.