* 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 a silhoutte system to refrence images
* Added translations
* Fixed dialogs visibility
* SilhouetteShader.tres -> Silhouette.gdshader
* Update ReferenceImage.gd
Fixed the linter issue (mabey)
* Update PreferencesDialog.tscn
Copied the code from the Pixelorama's PrefrenceDialog.tscn to my fork.
* Update ReferenceImage.gd
Created a variable at the top of the script.
---------
Co-authored-by: TheLSBT1 <theflowcorporationofficial@gmail.com>
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.
Have only two shaders, one for simple gradient and the other for dithered gradient generation. The gradient shape gets passed as a uniform to the shader. Gradients can now get repeated, and the size option for linear gradients is back.
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.
* 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
Also fix issue with similar area and color fill where if the selected color is the same as the pixel's color in mouse position, the operation stops even if there are other cels selected.
* 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
* Added the pivot system
* Some re-arrangement
* a bug-fix
* fixed a conversion scale bug
The problem was the conversion from rect to pixel scale was not properly done, i changed it so that it sets conversion factor of shorter side according to the longer side
* Fix to allow manual pivoting
* remove an update()
i may have added it my self but i think its not needed now
* made shader pivot consistent with gd script
by doing `pivot + Vector2(0.5, 0.5)` for "Nearest neighbour (Shader)"
* Cosmetics
* Formatting
* more formatting
* an optimization
* add limit change with brush
* Delete Draw.gd
* Delete BaseTool.gd
* added error calculation
* revert last commit
* fixed rotation bug caused on some transparency
* fix for a bug
when selection was present
* added a comment
* added a fix when selection was enabled
* formating
* fixed another bug
* Added quick buttons for rotation
* Add 6 shader-based gradient types
* Shaders now respect selection
* Fix step gradient
* Remove comments
* Disable step and dithering shaders in Web version
* Fixed a weird bug with dithering shaders, selection and GLES2
Having a selection, applying a dithering gradient, removing the selection and then going to the gradient dialog again causes the dithering shaders to "remember" the previous selection, even if there is no selection currently. This only happens with the two dithering shaders and only with the GLES2 renderer. Removing `uniform sampler2D dither_texture;` from the shader code seems to fix the issue, but that's obviously isn't what we want so a "proper" fix is included in this commit.
* Format & lint
* Removed old gradient code
* Change how centers work on radial step and dithering
* Made angle, center and radius option a bit more clear
* Rename bayer-matrices directory to dither-matrices
* Use DitherMatrix class
* Create dithering types programmatically
* Remove unneeded code in shaders
* Rewrite the step shader without a for loop
More optimized and works on the Web version with GLES2
* Rewrite radial step and dithering shaders without for loop
Now all shaders work on the Web version and have been optimized.
* Fix Linear & Radial size range and remove some unneeded lines
* Added size uniform to Radial Step and Radial Dither
* Swap colors in the Linear gradient
* Make size a percentage
* Make the preview look the same as the result
Didn't change the dithering shaders because they seemed to give different results.
* Remove ratio uniform and divide uvs by the radius instead
This makes more sense because the smaller the number, the smaller the radius.
* Fix linear gradient
* Change Position to percentage and "Size" to "Transition size"
* Mix gradients with original color, if the gradient colors have transparency
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.
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.
* Get same color pixels shader (#2)
* Replace same color pixels bucket code with a shader
* Add pattern fill
Co-authored-by: novhack <42614907+novhack@users.noreply.github.com>
* formatting
* some minor changes and fixed a bug
* added similarity feature
* formatting
* Update Bucket.gd
* added similarity feature in shader
Co-authored-by: novhack <42614907+novhack@users.noreply.github.com>
* ShaderVision Funcionality
* reference to ShaderVision
* Greyscale shader
* A minor code improvement
* decided on a checkbox
* decided on a checkbox
i foresaw the earlier implementation isn't required so i decided on a checkbox
* removed unneeded code
* reverted a mistake commit
* Update TopMenuContainer.gd
* Precieved Brightness
* added a node path
* removed a line that's not needed
* added shader transparency "illusion"
before it "Alternate transparent background" was used.
* code formatting
* shader for ui transparency
* some more formatting
* more formatting...
Not sure if that single if statement counts as branching code, but it's generally a good idea to avoid if statements in shader code, so I used step instead.
Basically, when the background color of the screen at certain points is dark, the preview at that spot is white, and when it is bright, the preview is white at that spot. This helps to keep the previews always distinguishable, regardless of the background color.
The MarchingAntsOutline was failing to compile on the Web platform due to the for loop not having constant expressions inside the shader. "Loop index cannot be initialized with non-constant expression"
* Basic move tool
* Added marching ants effect on the selection borders
* Rename SelectionRectangle to SelectionShape, make it have non-rectangular shape and multiple SelectionShapes can exist
- Create multiple selection rectangles
- Merge them together if they intersect
- Move the selections (without contents as of right now)
- Gizmos are being drawn but they are not functional yet
Code is very ugly.
* Sort vectors counter-clockwise to be used as polygon borders
I did this, no idea if it works properly, probably won't be used but I thought I'd keep it saved somewhere
* More experiments I may or may not need
Trying to generate a polygon from the individual selected pixels
* Change default rectangle select behavior and ability to clip polygons using Control
* Fix rectangle selection clipping
* Split polygon into two with selection subtracting
* Move selection with contents with the move tool
Code is still a mess, don't bother looking.
* Move some methods from SelectionShape.gd to Selection.gd
The purpose of this is to generalize some selection code, so that it applies to all polygons, the entire selection. More will follow.
* UndoRedo for border moving
Nothing else in the selections system works properly in UndoRedo right now. Needs:
- UR support for creating selections
- UR support for modifying selections (merging and cutting selections together)
- UR support for removing selection
- UR support for moving content
& for all the rest of the remaining features
* Moving all of the selection shape logic to Selection.gd
Handle all of the polygons there instead of having them as individual nodes. Should be easier to handle undo/redo this way. This commit probably breaks move tool + selection tool and undo/redo. Code is still a mess. For your sanity, I hope you are not reading this. I promise I will clean up.
* Move tool works again
Buggy and messy, of course.
* Remove unneeded code and restore selection move undoredo logic
* Made Selection.gd have one big preview_image for when moving content, instead of each polygon having its own image
Could be further optimized for some specific cases. We could also remove selected_pixels from SelectionPolygon.
* UndoRedo support for creating, deleting, merging and clipping selections
UndoRedo support for moving content not added in this commit. Should work but needs more testing. This PR also removes selected_pixels from the SelectionPolygon class.
* Confirm & cancel selection movement, should support undoredo properly too
Press Enter or do any editing to confirm movement, Escape to cancel. I will most likely add UI buttons for confirm and cancel too.
* Mirror View affects selection
* Restore Cut, Copy, Paste and Clear Selection
Pasting now no longer requires a pre-existing selection and instead copies the selections themselves too.
* Created a new Select menu, which has Select All and Clear Selection as options
Clear Selection now also confirms content moving. TopMenuContainer code has changed to no longer rely on Global for the menu buttons.
* Draw gizmos as rectangles
No functionality yet. They may need to be turned to nodes, so that they can easily resize based on zoom level and check for mouse enter/exit events.
* Made gizmos get drawn in the sides and corners of the big bounding rectangle instead of individual selection parts
Still no functionality yet.
* Restore label text
* Minor optimization when clipping selections
This will execute the for loop less times
* Made a Gizmo class, cursor change on hover, has_focus = false on mouse click
Now I should actually make them resize when dragged, aye?
* Very basic gizmo resizing, still a WIP, does not work properly yet
* Start replacing the array of selected pixels with a BitMap
This should optimize the selection making a lot, and it also allows for easy border drawing without having to deal with polygons, thanks to the MarchingAntsOutline.shader
Still commit is still a WIP, image effects and brushes may not work properly yet.
Because the BitMap has a fixed size, the size of the project, moving the selection outside of canvas boundaries has proven to be a bit tricky. I did implement a hacky way of handling it, but it may be buggy and problematic. I'm still unsure whether this is the best way to handle the situation.
* Selection works with mirror view
* Draw a black rectangle when the user is making a rectangular selection
After they release the mouse, the black rectangle becomes the selection
* Make Selection.gd update when undoing/redoing
* Fix brushes not working properly with non-rectangular selections
* Added invert selection
* Cache has_selection as a variable for a speedup
* Fix conflict issues with the shape tools
* Made the bitmap image squared so the marching ants effect will be the same on both dimensions
There may be a better way to fix the issue, perhaps inside the shader itself.
* Some optimizations to call selection_bitmap_changed() less times
* Restored almost all of the image effects
Left to do:
- Change gradient's behavior. Unsure of how it will work with non-rectangular selections yet, but it should not generate pixels outside of the selection.
- Restore rotation
- Resize bitmap on image resize
- Remove the `pixels` array from the ImageEffect
* Fix Selection.gd not updating when changing project
* Resize the selection bitmap along with image resize
* Restored rotation's old behavior and finally got rid of the selected_pixels array
The rotation does not yet work properly with selections, but at least it now "works".
* Resize selection too when using gizmos
Left to do for gizmos:
- Proper cancel transformation
- Begin transformation
(currently named move_content_start but it should be renamed to something more general) when resizing gizmos
- Keep the original image and selection in memory and resize them. Meaning, gizmos should not resize the already resized data, but only resize the original. This is less destructive as there is no danger of data loss.
- Always resize on InputEventMouseMotion. This is going to be worse for performance, but it will look better for the user.
* Image and bitmap resizing now uses the original data and begin transformation on gizmo click
No matter how many times the user resizes on the current transformation, the original data will not be lost until they either confirm or cancel, so there is no data loss before confirmation/cancel.
* Cancel transformation now works properly when the selection has been resized
* Made gizmos resize on mouse motion, fix issues with negative bounding rectangle and when combined with the move tool
* Resizing can now get out of positive bounds, clearing and inverting now gets limited to the canvas bounds
Resizing currently does not work properly with negative (left & up) canvas boundaries
* Flip image when resizing and the bounding rectangle gets flipped
* Call move_content_confirm() when inverting selection
* Attempt to implement selection resizing that goes outside of the canvas boundaries (not working properly yet)
* Flip selection when resizing to negative bounding rectangle sizes
And fix preview_image vertical flipping
* Fix rotation so that it works (almost) properly with selections
Rotation algorithms now accept and only work with a given image, and the pivot has been added as a parameter
* Experimental gizmo rotation - does not work properly yet
Transforming the selection outside of the canvas is still broken.
* Fix some issues with moving selection out of canvas bounds
* Fix more issues with selection getting resized outside of canvas bounds
* Update marching ants effect properly when switching between projects
And make sure the frequency of the marching ants effect always looks roughly the same on all project sizes
* Made the rotation gizmo part of the gizmos array and resize them based on camera zoom
* Remove unneeded parameter from move_bitmap_values()
* Remove more unneeded parameters
* Move the selection only if the cursor is above it and neither shift nor control are currently pressed
* Gradient generation now works on non-rectangular selections
Although this behavior might not be the intended one
* Copy/paste marching ants effect offset
Useful for when the selection is in negative coords
* Fix issue with clear selection & UndoRedo
* Restore the ability to move selection when it's in negative coords
* Made the marching ants offset a Project variable
This fixes the issue of project switching and keeping the previous project's offset. Again, this is only relevant for when the selection is in negative coords.
* Made the "from current selection" palette preset work with the new selection system
* Fix out of bounds error when using the rectangular select tool on negative coords
* Some code cleanup
* Comment out the rotation gizmo for now, since it does not work properly
* Update marching ants shader params and gizmo sizes when the bitmap changes
* Move some methods around in Selection.gd
* allowed and enabled per_pixel_transparency
* Added a Transparency menu
* Added an Alternate screen for transparency
* Added transparency methods
Added the transparency methods plus modified fullscreen such that it resets transparency on toggling hence, Removing the issue of blackness
* Modified the shader to allow transparency
* Added a material to ViewportContainer
Fixed the bug that darkens image when decreasing opacity
* Update Global.gd
* Update Main.gd
* Update TopMenuContainer.gd