* 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.
* Allow floating point for HRuler
* Allow floating point for VRuler
* Formatting
* Format again
Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
* Fix a typo
this is required because this is "Paint" Selection
(so it's not supposed to cancel selection if we click outside the canvas)
* Added Selction Modes
Default, Add, Subtract, Intersect
* removed whitespace
* better options
* Removed Separators from headers
* formatting
* more formatting that i didnt notice
* Solved Shortcut conflict
* remove whitespace
* 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.
* Tool shortcuts should ignore macOS Command modifier.
This prevents common shortcuts like CMD+S (Save), CMD+C (Copy), etc, from activating a tool.
* Fix formatting
Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
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.