* Initial work on audio layers
* Load ogg audio files
* Fix playback position
* Support mp3 files
* Play audio at the appropriate position when the animation runs, and stop when the pause button is pressed
* Change audio cel textures for the cels where audio is playing
* Fix audio not playing at the appropriate position
* Don't play audio is layer is invisible
* Set the audio layer names to be the imported audio file names
* Import audio from videos
* Export videos with audio
Only works with mp3 for now
* Remove support for ogg audio files as they cannot be saved
At least until I find a way to save them. Wav files will be supported with Godot 4.4
* Fix adding/removing in-between frames breaking the visual indication of audio cels
* Minor code improvements
* Export audio in videos with custom delay
* Support frame delay
* Change the frame where the audio plays at
* Fix crashes when the audio layer has no track
* Remove unneeded cel properties for audio cels
* Pxo loading/saving
* Load audio files from the audio layer properties
* Change the audio driver to Dummy from the Preferences for performance reasons
* Clone audio layers, disable layer merge and FX buttons when an audio layer is selected
* Easily change the playback frame of an audio layer from the right click menu of cel buttons
* Update Translations.pot
* Some code improvements and documentation
* Stop audio from playing when looping, and the audio does not play at the first frame
* Update audio cel buttons when changing the audio of the layer
* Mute audio layer when hiding it mid-play
* Only plays the portion of the sound that corresponds to the specific frame so maybe we should do that as well
When the animation is not running. If it is running, play the sound properly.
* Some code changes to allow for potential negative frames placement for audio
This woud allow audio to be placed in negative frames, which essentially means that audio would start before the first frame. This is not yet supported, however, because I don't know how to make it work with FFMPEG.
* Create a custom PixeloramaImage class, initial support for indexed mode
* Convert opened projects and images to indexed mode
* Use shaders for RGB to Indexed conversion and vice versa
* Add `is_indexed` variable in PixeloramaImage
* Basic undo/redo support for indexed mode when drawing
* Make image effects respect indexed mode
* Move code from image effects to ShaderImageEffect instead
* Bucket tool works with indexed mode
* Move and selection tools works with indexed mode
* Brushes respect indexed mode
* Add color_mode variable and some helper methods in Project
Replace hard-coded cases of Image.FORMAT_RGBA8 with `Project.get_image_format()` just in case we want to add more formats in the future
* Add a helper new_empty_image() method to Project
* Set new images to indexed if the project is indexed
* Change color modes from the Image menu
* Fix open image to replace cel
* Load/save indices in pxo files
* Merging layers works with indexed mode
* Layer effects respect indexed mode
* Add an `other_image` parameter to `PixeloramaImage.add_data_to_dictionary()`
* Scale image works with indexed mode
* Resizing works with indexed mode
* Fix non-shader rotation not working with indexed mode
* Minor refactor of PixeloramaImage's set_pixelv_custom()
* Make the text tool work with indexed mode
* Remove print from PixeloramaImage
* Rename "PixeloramaImage" to "ImageExtended"
* Add docstrings in ImageExtended
* Set color mode from the create new image dialog
* Update Translations.pot
* Show the color mode in the project properties dialog
* Add share config button
* fill parameter now saves with curve tool
* rename _fill to _fill_inside for sync consistency (fill in pencil and shape tools basically represent the same thing)
* add icon
* Move the option to the preferences
* Add string to Translations.pot
* Re-introduce `is_syncing`
---------
Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
"Trim images" should be a more fitting name for this option, as it's quite common to export multiple images and the use of plural makes it more clear that this option applies to all exported images.
* Blend group layers on `DrawingAlgos.blend_layers()`
* Support group layer blending on the canvas
* Allow editing of group layer properties
* Fix issues with group layer blending in canvas, and unite common code
* Group layers can now be used as clipping masks
* Make move tool preview work on child layers
* Change OffsetImage's `blend_layers()` to support group layer blending
* Support group layer blending in the canvas preview
* Fix layer blending mode, clipping mask opacity and cel opacity not being updated automatically if the layer/cel changed is not selected
* Add a pass through blending mode to layer groups
Fingers crossed that no bugs were introduced
* Fix issue with layers that belong to pass through groups not updating their textures on the canvas automatically on undo
Thanks to https://godotshaders.com/shader/color-manipulator/
The shader has more options than just brightness and contrast though, but I didn't know how else to name the effect. "Adjust Brightness/Contrast" makes it immediately obvious as to what the effect is about.
Added missing strings to Translations.pot and fixed a few ones that were broken either because of missing periods, differences in capitalization or because of trailing newlines (the latter seems to get automatically trimmed in tooltips during runtime)
The "Animation plays only on frames of the same tag" button has been moved to the general timeline settings, along with a new slider that resizes the cel buttons in the timeline.
Pixelize makes the image pixelated, and Palettize maps the color of the input to the nearest color in the selected palette. Useful for limiting color in pixel art and for artistic effects.
Probably temporary, it might be a good idea to add a third "Data" tab in the export dialog, if we add stuff like exporting to Godot resources, such as AnimatedSprite, AnimationPlayer etc.
Allows users to change project name and add custom user data. I was not sure where to put this, so I put it under the Edit menu. It might be a good idea to add a new "Project" menu in the future, and perhaps Scale Image, Resize Canvas and Crop to Content/Selection could be placed there, as they always affect the entire project.