* 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.
* 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
OpenSave.handle_loading_files() has been renamed to OpenSave.handle_loading_file and it now takes a single string as a parameter, instead of a PoolStringArray. This was needed for Main.gd's new _handle_cmdline_arguments() method. This method does not add any new functionality for now, but it will in the future.
* 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>