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459 commits

Author SHA1 Message Date
Variable 449ee60d49
Folders rearrangement (#804)
* 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>
2023-01-05 17:54:22 +02:00
Variable d7e33f4431
Api Improvements (#802)
* 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
2023-01-04 06:21:15 -08:00
Emmanouil Papadeas ee8d321902 Make cel_changed a Global signal instead
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.
2023-01-03 00:52:23 +02:00
Emmanouil Papadeas 824860a2b5 Add a change_cel() method to Project, instead of using a signal
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.
2023-01-02 22:09:47 +02:00
Emmanouil Papadeas 40ab13da35 Add a cel_changed signal in Project to replace _frame_changed and _layer_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.
2023-01-02 18:59:23 +02:00
Emmanouil Papadeas 222e7a1ea8
Implement cleanEdge rotation and scaling (#794)
* 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
2022-12-25 01:11:34 +02:00
20kdc 4658b1cfb6
APNG Loading (#797)
* 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
2022-12-23 20:08:46 +02:00
Emmanouil Papadeas 7e15fc9d15 Remove duplicate project-specific variables from Export
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.
2022-12-18 03:33:53 +02:00
Emmanouil Papadeas bf7844b149 Make the notifications always appear on the bottom left of the main canvas 2022-12-16 19:44:40 +02:00
Variable 1df003b2df
Paint selection brush (#792)
* Added the PaintSelect tool

The shortcut keys are not configured

* Some Optimization attempts

* remove typo

* Re-Designed Tool Icon
2022-12-14 18:34:13 +02:00
Emmanouil Papadeas f46c376056 Make reference images work on the Web version*
* Pxos saved with the Web version will have reference images, since their paths will not be stored.
2022-12-07 15:38:44 +02:00
Emmanouil Papadeas 5e90b740e7 Only popup a single files dialog for multiple files - implements #585
This replaces the previous behavior, which used to popup multiple dialogs for each existing file, making the users click "OK" for each exported image.
2022-12-02 02:11:23 +02:00
Emmanouil Papadeas 4989e3e33a Fix Global not being able to find the Reference Images panel 2022-12-02 01:15:49 +02:00
Emmanouil Papadeas a6a1b4da99 Move making GLES2 the default driver in override.cfg outside of Global_init()
This way, override.cfg will not get automatically created when the app opens, unless the user explicitly changes the renderer, or the tablet driver.
2022-12-01 20:17:03 +02:00
Manolis Papadeas fc5497861a Fix tablet driver not reflecting the currently chosen driver
If winink was chosen, the preferences still showed wintab.
2022-11-30 02:09:06 +02:00
Emmanouil Papadeas 0db574c769 Expose tablet driver to the preferences [Windows only] 2022-11-29 21:10:49 +02:00
Emmanouil Papadeas 78f9cb57bb Set GLES2 as the default video driver in override.cfg
Should fix the renderer not being able to get set to GLES3
2022-11-29 20:48:36 +02:00
Emmanouil Papadeas 3ef73eacea Expose GLES driver to the preferences
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.
2022-11-29 19:58:24 +02:00
Emmanouil Papadeas 4d113d37e5
Export dialog UX overhaul (#781)
* 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
2022-11-28 21:22:29 +02:00
20kdc 20bce8175c
Reference Images (#771)
* Reference Images: Part 1

* Reference Images: Proper import workflow

* Reference Images: gdformat/gdlint checks

* Reference Images: Remove random src/Main.tscn changes

* Reference Images: Switch to ValueSliders, autowraps, fix opacity going out of range
2022-11-08 20:04:41 +02:00
20kdc 82acf3f8b1
APNG Exporter (#772)
* 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
2022-10-31 00:24:24 +02:00
Emmanouil Papadeas 7768bc92dd Change OpenSave.handle_loading_file to handle a single path
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.
2022-10-23 02:22:26 +03:00
mrtripie e8281bf056
Animation Timeline UI Improvements (#769)
* 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>
2022-10-21 16:04:26 +03:00
mrtripie eb153d11a1
Keep colors on cel link sets (#766)
* 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>
2022-10-18 03:02:18 +03:00
Emmanouil Papadeas 82d63bd2e8 Fix crash when importing pxos older than v0.7 2022-10-17 03:18:05 +03:00
mrtripie 0faacafb16
Fix id_map error on open_pxo_file as well as grid being wrong size (#765)
Co-authored-by: MrTriPie <MrTriPie>
2022-10-17 02:21:28 +03:00
mrtripie 637662dee4
Linked Cel Refactor and Timeline Refactor Tweaks (#764)
* 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>
2022-10-16 17:44:01 +03:00
Emmanouil Papadeas fbe6ea9a97 Prevent data loss if the app crashes during save - Fix #763
When saving a pxo and a file of the same name already exists, the new file gets a temporary name (.pxo1 extension), and it gets renamed to its proper name if it's saved successfully (Pixelorama doesn't crash)
2022-10-07 02:16:15 +03:00
Emmanouil Papadeas 59bc9f022d Replace opacity sliders with the new ValueSlider 2022-09-30 01:03:38 +03:00
Emmanouil Papadeas cc332c6cbf Only activate the right tool if action is pressed
Previously it was possible to hold the right mouse button while the left was being held, then release the left and once the right button is released, the right tool would get activated. This commit ensures that the right tool gets activated only on first press of the right mouse button, if the left isn't already activated.
2022-09-29 01:35:12 +03:00
mrtripie 1fa34d7196
Basic Layer Groups and Timeline Refactor (#698)
* Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode

* Shading tool hue shifting fixes and tweaks

* Bringing over changes from layer groups brach, without any changes to layer blending

* Some quick fixes to make it work again

* Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed

* Layer drag highlighting (need to actually drop them correctly, also need to do cels)

* Added more layer hierarchy related functions, organized the function order in the Layer classes a bit

* Switched the layer type changing from string to int

* Moved layer type enum to Global

* Added get_layer_type_name(), currently used for the default layer name

* Renamed the layer get_children/is_a_parent_of functions

* changed get_layer_type_name() to get_default_name(number)

* New layer drag and dropping behavior

* Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type

* Fixed warning

* Added a line to child layers wich makes it easier to see where they are in the hierarchy

* Fixed debugger warning

* Fixed all cel types loading as PixelCels

* Fixed spacing issue with cels when collapsing groups

* Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing)

* updated temporary todo comments

* Created a base scene for layer buttons and merged layer button script into one

* Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton

* Use a base scene for CelButtons

* First bit of the refactoring work

* Several bits of refactoring

* Fixed moving cels

* Cleaned up Project.move_cel function

* Fixed project_layer_removed

* Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock

* Bug fixes. Updating layer button's buttons

* Fixed timeline selection issues when creating a new project. Some code cleanup

* tweaks

* Removed a bunch of commented out code

* Removing more commented out code

* Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame

* Changed add/remove_frame to add/remove_frames (multiple support)

* Refactored copy_frames in animation timeline

* added copy function to cel classes

* added layer copy function

* simplifed copy_frames a tiny bit

* Updated TODO comments to categorize them and remove any that were already done

* Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested

* Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button

* some TODOs

* Added layer swapping

* Added priorities to refactor TODOs

* Simplified layer swapping code a little

* Fixed performance regression on changing project, updated TODOs

* Included _on_MergeDownLayer_pressed in timeline refactor

* Cleaned up _on_MergeDownLayer_pressed refactor

* If all frames are selected, prevent being able to remove all of them

* Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels

* Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function

* Simplified _toggle_layer_buttons some more

* Added hierarchy support for move up/down layer buttons

* Added toggle_frame_buttons method to project (extracted from  _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name

* Fixed duplicate_layers parent references being to the original layers

* cleaned up project.move_layers method a bit

* TODOs

* moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions

* animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline

* Cleaned up project_changed in ANimationTimeline a bit

* Cleaned up project_layer_added in AnimationTimeline

* Changed Layer classes get_default_name to set_name_to_default

* Cleaned up LayerButton.drop_data slightly

* Looked at some of my TODOs

* cleaned up copying cels

* Fixed CelButton linked_indicator not showing up right away when becoming linked

* Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo

* Fixed regression with copy_cel (linked) in when cloning a frame

* Minor cleanup, more detailed comments, updated TODOs

* more improved comments

* Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state

* Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it

* Updated comments and TODOs

* cleanup

* removed some code that should no longer be needed

* updated comment

* removed Project's frames and layers setters _frames_changed and _layers_changed

* Made some 'for x in range(array.size())' just 'for x in array.size()'

* updated comments/TODOs

* Cel content changes intial

* Added 'content' methods to Cel classes

* Removed image var from PixelCelButton

* Reusing PixelCelButton.gd on GroupCelButton scene

* Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd

* Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels

* TODOs, prevent memory leak when closing projects

* Link/unlink cel cleanup
:

* Added _project param to _init methods of Layer classes

* Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd

* Removed a temporary check (which also fixed another bug)

* Clone child layers when cloning a layer

* Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors

* TODOs

* Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates

* Added create_new_cel methods to Layer classes

* Updated TODOs and comments

* Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame

* Renamed create_layer/cel_button to instantiate_layer/cel_button

* updated TODOs

* prioritized TODOs

* Fixed some warnings

* removed commented out code from previous commit

* Fixed export

* Made open_image_as_new_frame work after timeline refactor

* Fixed open_image_as_new_layer after timeline refactor

* Some linked cel fixes

* More linked cels fixes

* cleanup

* Optimized importing spreadsheet as new layer

* Fixed Scale Image crash with Groups

* Fixed onion skin with groups

* Removed blend_mode from BaseLayer for now

* Mostly fixed image effects

* Fixed resize canvas

* Fixed drag and drop not working with Cel Buttons on Group Layers

* updated TODOs

* Renamed Replace Frame (in open image) to Replace Cel

* Continued renaming Replace Frame to Replace Cel

* Made open_image_at_cels work after timeline refactor

* Added get_layer_path method to BaseLayer

* Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel

* Updated TODOs

* updated TODOs

* Comments for cel content methods

* fixed right clicking group cel button deselecting the button (even though cel is still selected

* frame/layer modification methods comments

* Removed unneeded size flags

* TODO updates

* Removed a loop that would never run from open_image_as_spritesheet_tab

* TODO update

* Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method

* Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed

* TODO Updates

* Removed unneeded code from delete_frames

* Made delete_frames variable names more consistent with my other changes

* Continuation

* made variable names in copy_frames more consistent with rest of changes

* Update TODOs

* Removed TODOs for after this PR (moved to my notes)

* Fixed crash when pasting image on Group

* Fixed layer .visible check to be is_visible_in_hierarchy()

* Removed some drag highlight polish code that didn't work

* Removed code from Canvas update_texture and update_selected_cels_textures that was redundant

* gdformat

* gdformat

* gdlint fixes

* Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer

* Fixed crop image and centralize image

* Added '# gdlint: ignore=max-public-methods' to the top of Project'

* Fixed dragging cels to layer of different type crash

* Formatted CelButton.gd

Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 21:59:49 +03:00
Variable 56a113d36d
fix recent projects (#755) 2022-09-20 21:14:42 +03:00
Variable 03813b41c5
Remember last choice in import options (#754)
* Remember last choice in import options

Implements 2nd point of  "Minor UX improvements #735"

* formatting
2022-09-20 20:28:35 +03:00
Emmanouil Papadeas a64f102b9a Change paste placement behavior
Paste now places the pasted content in the middle of the canvas view, instead of its original position. A new option in the Edit menu has been added, "Paste in Place", that preserves the previous behavior. This is similar to how GIMP works.
2022-09-15 00:08:22 +03:00
Emmanouil Papadeas 7558c2c891 Add an ExtensionsAPI version
This lets us keep track of changes in the Extensions API easier.
2022-09-14 01:16:39 +03:00
Variable 4b4b0773ff
Highlight color in palette if it's selected in color slots (#730)
* select pallete color (if present)

* find and select color

* [skip ci] Update CHANGELOG.md

Co-authored-by: Emmanouil Papadeas <manoschool@yahoo.gr>
Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
2022-09-12 02:03:14 +03:00
Emmanouil Papadeas 66857f5e62 Make background around canvas configurable - implements #586 2022-09-10 02:58:13 +03:00
Emmanouil Papadeas d34e69579f Make circle brushes scale properly, with support for even-numebered diameters
Also reverts commit 488cf0cc93
2022-09-09 00:10:34 +03:00
Emmanouil Papadeas dee49b61bf Move get_ellipse_points() to DrawingAlgos
The same ellipse algorithm will be used for the circular brushes, as I can't seem to make the current circle algorithm work with even-numbered diameters.
2022-09-08 17:35:00 +03:00
Emmanouil Papadeas b9f0f0a647 Move left and right cursor sprite nodes to Main.gd 2022-08-24 14:22:40 +03:00
Emmanouil Papadeas 615491052a Minor code cleanup to reduce lines of code 2022-08-21 00:18:33 +03:00
Emmanouil Papadeas 8a8e6929b9 Replace Tweens with SceneTreeTweens
Futureproofing for easier porting to Godot 4.0, and reducing lines of code in the process ;)
2022-08-09 03:57:14 +03:00
Variable 8a6e393d69
New theme-related methods to ExtensionsAPI (#733)
* hide accidentally visible dialog

* added new theme methods

* Wait for themes to add from api

* remove `find_theme`

* revert last commit

* Formatting

* Some code changes

* update to godot 3.5
2022-08-08 16:20:42 +03:00
Emmanouil Papadeas 41ccc704c2
Refactor the selection system to use an Image instead of a BitMap (#710)
* 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
2022-08-08 03:03:17 +03:00
Variable 8803acd105
Tile mode fixes (Heavy testing required) (#723)
* Hide/Show options based on current tile option

* Changed a condition for tile mode

* Simplified tile detection code

* Priortize main tile as nearest if mouse is in it

* make tile mode draw behind canvas

* Changed a condition

* Tiles on top gets detected first...

...in case of overlap

* Only display relavant options

according to current mode

* Update preview according to..

..current mode

* removed print()

* Added tile masking

* Added tile masking

* Compare mask with project size

only masks with same size as project are accepted

* Formatting

* Added the suggestions

* Some minor modifications

* detect if a mask is loaded or not

* Added tile_mask to project

* Cosmetics

* added path detection

* added option to emit signal instead of loading...

... image directly through OpenSave

* Added a way to load mask for HTML5

* formatting

* formatting

* Formatting

* set proper way for saving tile_mask

* Formatting

* removed whitespace
2022-08-02 18:57:06 +03:00
Emmanouil Papadeas b7e6a183a6 Add dockable container methods to ExtensionsAPI 2022-07-31 16:06:26 +03:00
Emmanouil Papadeas c5e2e1ce4c Change badly named variable in ExtensionsAPI 2022-07-29 20:51:45 +03:00
Emmanouil Papadeas acebbdf031 Update ExtensionsAPI.gd 2022-07-29 20:41:39 +03:00
Emmanouil Papadeas c9e5c97214 Fix wrong order of undoredo properties in open_image_as_spritesheet_layer 2022-07-29 19:23:32 +03:00
Emmanouil Papadeas dcebf894bf Fix crash when importing a spritesheet as a new layer, undoing and then exporting
Thanks to @Variable-ind for the fix.
2022-07-29 17:41:38 +03:00
Variable cca36b52e4
Upgrade current_cel to selected_cel for Preview Display (#722)
* 1 of 3

* 2 of 3

* 3 of 3
2022-07-24 02:20:58 +03:00
Emmanouil Papadeas 95cf6afb47 Added a get_global() method in ExtensionsAPI
In case an extension needs to use properties that can only be found in Global, such as a setting in the Preferences.
2022-07-14 18:22:19 +03:00
Emmanouil Papadeas a705f848c9 Change the background left & right colors of tool buttons in code 2022-07-08 02:54:31 +03:00
Emmanouil Papadeas cb4c54617a Make the right tool indicator enabled by default and orange, closes #691 2022-07-08 02:49:40 +03:00
Emmanouil Papadeas a368ea500a Add more methods to ExtensionsAPI 2022-07-07 01:37:04 +03:00
Emmanouil Papadeas dcb963d733 [Experimental] Add a basic ExtensionsAPI autoload
This is still experimental, it is not recommended to start actually using it yet.
2022-07-02 19:24:44 +03:00
Grant Moyer aadad462b9
Add options for custom tile mode offest (#707)
* 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
2022-06-20 12:07:20 +03:00
Emmanouil Papadeas c9f0301c79 Add a Gradient Map image effect, implements the second half of #595
The gradient edit code was taken and modified from Material Maker, MIT license.
2022-06-11 16:16:37 +03:00
Emmanouil Papadeas 5e5925b8c6 Update OpenSave.gd 2022-05-22 00:01:17 +03:00
Emmanouil Papadeas 2ae7d638d4 Add missing menu shortcuts 2022-05-21 00:50:39 +03:00
Emmanouil Papadeas 6b5a835322 Change quick color picker shortcut name 2022-05-20 10:59:25 +03:00
Emmanouil Papadeas da65380169 Made left and right tool activation shortcuts configurable
Mapped to left and right mouse buttons respectively by default, as well was L1 and R1 buttons respectively in joypads. This commit should allow mouse-free drawing, since it's now possible to activate the left and right tools via joypad and keyboard buttons, thanks to the Keychain plugin.
2022-05-17 01:25:50 +03:00
Emmanouil Papadeas d028582f27 Move cursor with numpad arrow keys, joy d-pad and left stick
Similar to GraphicsGale, you can now draw without moving the mouse. Although you still need the mouse for the left and right buttons, but I'd like to make give more options to the user as well so that they can activate tools using keyboard and joypad buttons, if they like.

The numpad arrow keys did nothing previously, so nothing changes for people who are not interested in this feature. They are also configurable thanks to the Keychain plugin.
2022-05-16 21:50:19 +03:00
Emmanouil Papadeas a98424e474 Rename "confirm" and "cancel" input events
Into "transformation_confirm" and "transformation_cancel" respectively.
2022-05-16 20:01:17 +03:00
Emmanouil Papadeas 4a16700b80 Show correct tool modifier shortcuts in the tool button tooltips 2022-05-16 19:46:26 +03:00
Emmanouil Papadeas f509dfb9f6
Implement the Keychain Plugin (#700)
* Start implementing the godot_better_input plugin

* Update ShortcutEdit.gd

* Load & save preset option

* Add some groups and fix action events not being deleted on load

* Add MenuInputAction class for multiple menu accelerators

* Create a proper plugin and a BetterInput autoload

* Update menu accelerators

* Move settings to BetterInput

* Move menu enums to Global, make more MenuInputActions

* Add more menu events

* Add new groups

* Optimize BetterInput _input() method

* Remove a lot of lines of code

* Change some previous events, add ignore actions and a View menu group

* Change update_item_accelerator to update_ui

* Move MenuInputAction initialization to BetterInput.gd

* Update hint tooltips when a shortcut changes

Temporarily comment out some code regarding the configurable modifiers

* Some MenuInputAction variable name changes

* Add handle_input() to InputAction

* Update the shortcuts of buttons

* Fix shortcut selector menu position

* Change plugin name into Keychain

* Fix keyboard input dialog exiting when Enter or Space is being pressed

* Add two more groups

* Make groups folded by default

* Temporarily make tool modifier shortcuts not configurable

A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other.

* Add license for Keychain

* Fix issue where a key event would be added in other input types

* Fix bug where the assigned state was not updated when the dialog appeared again

* Update Main.tscn

* Add a disabled line edit in keyboard shortcut selector to grab focus

* Load presets in the Keychain autoload

This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene.

WARNING, this currently causes crashes if the menu items have no shortcut binded to them.

* Move custom settings away from Keychain.gd

To keep it the same as the upstream plugin

* Change menu enum names

* Made action_get_first_key() more general

* Use arrays for menu items instead of dictionaries, fixes crash

* Move moveable panels to Window menu

* Format

* Optimize hint tooltip updating

* Add support for translations in Keychain

* Translation changes

* Made tool modifiers configurable

Needs more testing.

* Made camera arrow key movement configurable & joypad axis support

This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level.

The right joypad analog stick is configured to move the camera by default.

* Rename presets into shortcut profiles, use Resources and let users create their own

* [skip ci] Update addons README

* Update Global.gd
2022-05-16 15:07:51 +03:00
Emmanouil Papadeas cf926942ac
Shader-based gradients (#677)
* 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
2022-05-02 16:12:00 +03:00
Variable b9a841a360
Rotation improvements (#676)
* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* Pivot correction in case of even size

* fix the Scale3x

it should not remove the edges now

* formatting

* more formatting
2022-04-27 16:27:33 +03:00
Variable 16a2abf9b4
Added shortcuts (#673)
* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* Added all shortcuts

* formatting

* Removed 1 shortcut from "Fullscreen"

* Assigned shortcuts to special behaviours

* formatting

* Added configurable shortcuts to special behaviour

* formatting

* Added special behaviour shortcuts and some code im

provements

* a minor fix
2022-04-27 15:03:39 +03:00
Emmanouil Papadeas 1e73ce5aa6 Fix export bug where the path is being changed if there's a folder with the same name as the file 2022-04-20 02:49:48 +03:00
Variable 77513b6ba3
Export conflict (#669)
* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* added more info about export conflict

* more info about export conflict

* Update Export.gd

* Update ExportDialog.tscn

* fixed a small mistake
2022-04-19 19:29:21 +03:00
Manolis Papadeas 8a5cc6860f Move layer and frame initial creation code to Main.gd
From Global.gd
2022-03-29 03:14:41 +03:00
Manolis Papadeas 66ad745c52 Minor code changes 2022-03-29 02:35:32 +03:00
Manolis Papadeas 4cdd20a2fe Fix issue with export preview not working when importing an image 2022-03-27 04:19:47 +03:00
Manolis Papadeas e901fc774a Replace "Export" with "Overwrite" when importing a png
When exporting an imported image, the export will happen immediately, without having the export dialog appear, unless "Export as..." is selected. For .png imported images, the menu option will display "Overwrite" instead of "Export". This makes it clear that if Control + E is pressed on an imported png, that file will be overwritten.
2022-03-25 02:00:40 +02:00
Manolis Papadeas 9648b48a96 Remove empty project when importing an image
This should no longer keep empty canvases when importing images
2022-03-21 23:33:45 +02:00
Manolis Papadeas 4cf9c57e84 Don't reset export status when a pxo is saved 2022-03-21 23:07:57 +02:00
Manolis Papadeas 0e79138d87 Another canvas texture optimization + bug fix with resizing 2022-03-20 18:52:48 +02:00
Manolis Papadeas f2a24aaffd Set grayscale vision node properties instead of in code 2022-03-11 01:48:50 +02:00
Manolis Papadeas c00aac944e Translate the panel tab names 2022-03-10 19:17:28 +02:00
Manolis Papadeas 294738e48a Disable "From Current Palette" preset option when creating a new palette, if there is no current palette
Fixes #659
2022-03-07 19:33:23 +02:00
Manolis Papadeas 092ddc0a7a Fix crash when we change a non-existant texture in a TextureRect
This should never happen, but just in case.
2022-02-28 20:40:13 +02:00
Manolis Papadeas 68414f5bd9 Made pixel perfect into a global tool option
More global tool options will most likely be added soon, most notably tablet pen pressure sensitivity options.
2022-02-28 19:24:14 +02:00
Manolis Papadeas b316cadfb8 Separate global tool options from the color pickers 2022-02-28 18:59:30 +02:00
Variable 906123bab1
Sync import options (#624)
* sync import options (1/2)

* sync import options (2/2)

* resolve format check

* a minor improvement +

some code formatting

* some more formatting

* Some  more formatting

...the checks becoming a pain...

* again you guessed it!

CODE FORMATTING

* used checkbutton instead of simple button

* formatting
2022-02-25 16:08:11 +02:00
Manolis Papadeas 8e126c3bab Load shaders by dragging and dropping and support hint_range values
This is for the experimental shader feature, which isn't exposed to the user yet.
2022-02-24 03:38:13 +02:00
Manolis Papadeas d4373a680b Use preload on the tool scenes again
This makes the initial app load time fast again, as it used to be before the tool logic changes. The code is uglier to read now but it's worth it.

Also optimize update_tool_cursors()
2022-02-23 00:10:16 +02:00
Manolis Papadeas 63a9f2485c Support tools that don't have shortcuts
Might be useful for Extensions that add tools and for the future where we allow users more freedom with shortcut binding, including unbinding shortcuts.
2022-02-22 23:38:47 +02:00
Manolis Papadeas 77f598d969 Added remove_tool() method in Tools
May be useful for extensions that add new tools
2022-02-22 02:58:52 +02:00
Manolis Papadeas 200d1c73a1 Add a clear_color property to the themes 2022-02-21 18:44:46 +02:00
Manolis Papadeas add9ba926e Remove pre-set tool button nodes, tool setup now being done only in the Tools singleton
Now when making a new tool we only have to set it up in Tools.gd, along with its button and cursor textures and its tool options scene. Previously, we also had to put it in ToolButtons.gd and manually create a button in Tools.tscn
2022-02-21 18:02:02 +02:00
Manolis Papadeas 375f3d4cb6 Implement a basic extension system
Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly.

Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/.

The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this:

{
	"name": "ExtensionName",
	"display_name": "Extension Name",
	"description": "A Pixelorama extension",
	"author": "Orama Interactive",
	"version": "0.1",
	"license": "MIT",
	"nodes": [
		"ExtensionExample.tscn"
	]
}

The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot.

Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 03:21:08 +02:00
Manolis Papadeas 71dcb9807d Theme code cleaning and tidying 2022-02-17 20:36:10 +02:00
Manolis Papadeas 93622d5761 Mirroring buttons now affect both left & right tools 2022-02-17 16:07:03 +02:00
Manolis Papadeas e0d2393eb2 Fix crash when importing .tres files that are not palettes 2022-02-16 18:23:32 +02:00
Manolis Papadeas 196c5c2d5d Make the second canvas a separate panel and have it hidden by default 2022-02-15 01:48:49 +02:00
Manolis Papadeas 88578fe260 Set the min size of the tools to be a bit smaller 2022-02-13 00:12:47 +02:00
Variable f7e866e9cb
Shader vision - Grayscale view (#646)
* 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
2022-02-12 00:47:26 +02:00
Variable 25fd6026be
Move Guides without moving mouse outside canvas (#647)
* guide movement enhancement

* Gave more access to pan tool

* Update Guide.gd

* Update Guide.gd

* Update Tools.gd
2022-02-11 03:16:33 +02:00
Manolis Papadeas 74df57ed70 Add extra cursor options to the Preferences
Changes "Indicators" to "Cursors" and adds options that let the user use the native mouse cursors of the OS and toggle the cross cursor on or off for the canvas
2022-02-10 22:32:55 +02:00
Manolis Papadeas cbae8bdc77 Put a ScrollContainer in the tool bar 2022-02-01 00:54:33 +02:00
Variable 748a172b7b
Transparency fixes (#641)
* 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...
2022-01-31 02:18:04 +02:00
Manolis Papadeas e2bb0b8440
New UI system using Dockable Containers (#640)
* Add dockable container plugin

Experimenting with it, also added a tabs_visible property to the DockableContainer. Removed some code about Tallscreen from Main.gd, but not all of it.

* Add a panel behind the UI, temporarily restore the dark theme

* Remove tallscreen code

* Add edit mode, toggles DockableContainer's tab visibility on and off

* Split tool options into color pickers, left and right tool options

* Remove alternate_transparent_background

* Re-order tool buttons on resize

* Clip content in timeline

* Changes to the tool panel

* Removed some old unused node variables

* Restore Zen mode

* Set tabs_visible = false by default

* Better way to set tabs_visible = false by default

* Added the license of godot-dockable-container

* Remove unneeded lines

* Update README.md

* Restore window transparency with the canvas

It makes all of the TabContainers transparent however, which may not be what we actually want.

* Change tab names of the UI elements

* Remove unneeded nodes from ColorPickers.tscn

* Update default.tres

* Let the user hide elements individually

* Add some checks in HandleThemes

* Center tool icons

* Remove unneeded custom panel in SplashDialog

* Bump version to v0.10-dev and some other minor changes

* Fix crash on Zen Mode

* Added a hacky way to fix the issue with the palette panel size
2022-01-30 00:47:25 +02:00
Manolis Papadeas c242cd546d Add a checkbox in Preferences for quit confirmation
This has no effect if the project has unsaved changes.
2022-01-05 02:34:45 +02:00
Variable bbc56e253e
Spritesheet layer improvements (#623)
* Drastically changed an old func()

"open_image_as_spritesheet_layer" (Hope i didn't break anything...)

* removed whitespace

* some minor changes

spritesheet "Start frame" no longer restricted to existing frames number
and a minor UI change

* solved some format errors
2021-12-28 23:45:46 +02:00
Manolis Papadeas 48326900d9 Fix a memory leak coming from the Layer class
Removed the "frame_container" property from Layer.gd, which used to hold a reference to a node, leading to orphan nodes being created and never freed. Memory management seems to be working okay now. Previously, every time the user made a change, memory kept going up and never coming down. Now, data that can never be recovered, like undo data that have been rewritten in history, are also removed from memory.
2021-12-23 19:58:07 +02:00
Manolis Papadeas 30f2873ed1 Remove unneeded method from HTML5FileExchange 2021-12-18 02:31:10 +02:00
Manolis Papadeas 057318f659 Pause the app when it loses focus instead of limiting its FPS 2021-12-11 20:02:51 +02:00
Manolis Papadeas 086c6c5b9c Remove unneeded font changing code
Welp, I just found out that Godot's font resources have fallback options. Better late than never, I guess.
2021-12-03 02:39:10 +02:00
Manolis Papadeas 59ee60151e Change "Rectangle Select" undoredo action to "Select" 2021-12-02 13:25:20 +02:00
Manolis Papadeas 67ec887ad1 Just one method for undo/redo in Global.gd 2021-12-02 02:22:32 +02:00
Manolis Papadeas f70efe3076 Move new_empty_frame() to Project.gd from Canvas.gd
This commit also changes the behavior of the fill color. The new cels now only get filled with the Project.fill_color if they are on the bottom layer.
2021-12-01 20:50:50 +02:00
Manolis Papadeas 4c60ef144f Fixed project not having the correct size if the default image size has been changed in the Preferences
Ideally, the new_empty_frame() method should be removed from Canvas and should probably go to Frame or Project.
2021-12-01 20:02:39 +02:00
Manolis Papadeas 3835a3f0da Fix all of linter errors 2021-11-29 18:58:40 +02:00
Manolis Papadeas e2a68c4ba4 Add an underscore to private method's names
As a way to differentiate between public and private methods, as per the official GDScript naming convention. Haven't changed all of the codebase yet, just some scripts that had a lot of public methods. This fixed 4 of the 7 errors of the linter.
2021-11-29 17:12:30 +02:00
Manolis Papadeas 540a61ae4d Merge onion skinning past and future into one script 2021-11-26 03:38:00 +02:00
Variable 159a821dd2
Better Onion Skinning (#600)
* better onion part (1/3)

changed code and added scripts

* better onion part (2/3)

added some onion variables

* better onion part (3/3)

Added to onion dialog

* removed whitespace that gave static error
2021-11-26 02:55:08 +02:00
Manolis Papadeas 246f6f9be1 Minor code changes 2021-11-25 19:10:04 +02:00
Manolis Papadeas 8c9545e183 Preload tool scenes
The app now opens just a bit faster
2021-11-25 17:42:35 +02:00
Manolis Papadeas c6b9a1fb82
Format code and add static checks (#599)
* 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
2021-11-25 14:48:30 +02:00
Manolis Papadeas 41b5db4622 Don't change the cursor tool icon texture _input() call
Seems like my past self has made some pretty embarassing optimization mistakes...
2021-11-23 02:52:21 +02:00
Manolis Papadeas 536250f517 Moved some variables away from Global 2021-11-23 02:36:22 +02:00
Manolis Papadeas 79ff0a8d45 Optimize _input() methods 2021-11-22 21:32:39 +02:00
Manolis Papadeas 36680795ee Move even more code away from Global
The idea is to make the project less dependant on Global. Global should strictly be used for reusable code in multiple places, not as a second Main. I just hope I'm not breaking anything during this process.
2021-11-22 17:37:06 +02:00
Manolis Papadeas 19c062fa07 Move some PopupMenu code away from Global's _ready() 2021-11-22 16:15:36 +02:00
Manolis Papadeas 88365301fb Change window opacity settings to a dedicated dialog with a slider and a spinbox
Changed from a popupmenu with fixed settings. This should give more freedom to the user while improving UX.
2021-11-22 04:47:41 +02:00
Manolis Papadeas f4c903771d Remove some unneeded yield() calls
And minor changes to make the code a tiny bit more clean. I tested this PR, but it still might be a bit risky.
2021-11-17 19:59:14 +02:00
Manolis Papadeas 752703878d Use onready vars for nodes in Global.gd
I have no idea why I didn't do that sooner. This cleared over 80 lines of code.
2021-11-16 00:04:50 +02:00
mrtripie a9039cccd5
Canvas Rotation (#558)
* Implemented canvas rotation

Co-authored-by: MrTriPie <MrTriPie>
2021-11-13 20:43:37 +02:00
Manolis Papadeas 0c1fcdea89 Use JavaScript.download_buffer() for file downloading in the Web version
This commit makes Pixelorama unable to run in Godot versions prior to 3.4.

I wonder if there are plans for an upload_buffer() method as well...
2021-11-10 20:16:25 +02:00
Silent Orb 520e31cd7e
Persist palette selection (#549) 2021-10-17 16:20:11 +03:00
Laurenz Reinthaler 502c7d9409
Add idle fps setting and fix bug when moving the mouse outside of the application (#543) 2021-09-29 18:03:45 +03:00
Manolis Papadeas 61fa13cde3 Fix notifications not appearing properly when the UI is scaled 2021-09-27 02:41:45 +03:00
Manolis Papadeas f3ea6b57cd Fix opening pre-v0.8 pxo files 2021-09-07 20:31:32 +03:00
Manolis Papadeas 47b20ff5c3 Fix the canvas preview having incorrect zoom when switching between projects 2021-09-04 15:32:44 +03:00
Jeremy Behreandt c29254c2e8
DrawingAlgos Explicit Project DataType (#526)
I needed to add the data type to project for the scripts to compile.
2021-08-29 15:59:05 -07:00
Variable ddc69b8282
Editable zoom (#523)
* editable zoom change 1

* editable zoom change 2

* editable zoom change 3

* editable zoom change 4

* editable zoom change 4 part b

added upper limit automation for zoom
2021-08-26 14:23:51 -07:00
Manolis Papadeas a3f8c960ab Change the FPS value in the spinbox when loading a project in an empty project 2021-08-25 16:37:09 +03:00
Manolis Papadeas 147a08f28b Use outlines textures for tool cursor icons
Instead of using the AutoInvertColors shader
2021-08-18 15:06:10 +03:00
Martin Novák 9ef7818c77
Tweak UI to use less empty space (#514)
* Tweak right side panels to use less empty space

* Add fake grabber to tools panel. Add a bottom margin. Fix a few issues with resizing.

* Fix tallscreen mode. Set a bit smaller animation timeline min height.

* Change Preferences visibility settings

* Update Main.tscn

* Fix crash when changing to tallscreen and then switching themes

Co-authored-by: Manolis Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
2021-08-16 16:56:19 -07:00
Manolis Papadeas 1d20295f7d Keep images unlocked after editing them - Should close #331
Not sure if this actually solves the issue or just makes it more rare, but I haven't been able to reproduce any PoolVector locking issues so far. The problem was that images were remained locked essentially all the time, which seemed to cause issues. Maybe other PoolVectors could not get locked?
2021-07-25 21:49:37 +03:00
Manolis Papadeas 9bec8f1b09 Preload more resources
Had to remove references to Brushes and Patterns classes from BrushesButton.gd and PatternButton.gd due to GDScript's cyclic reference bug
2021-07-21 18:29:52 +03:00
Manolis Papadeas 0d5e9ce48a Fix crop image crashes on Windows and maybe also fixed buggy behavior?
Cropping images seem to be working fine now, or at least I haven't encountered any bugs so far
2021-07-21 01:24:39 +03:00
Manolis Papadeas 28b8e000f9 Rewrite the crop image method
Should be a bit faster, but I still get weird bugs at random
2021-07-20 22:06:18 +03:00
Manolis Papadeas 43bd054df6 Update translations
Hopefully the final translations for 0.9?
2021-06-30 00:01:39 +03:00
Manolis Papadeas 98d41fca14 Remove Global.find_node_by_name()
Use the built-in find_node() method instead.
2021-06-26 14:01:07 +03:00
Manolis Papadeas ac631e3e3d Transform selected content of multiple selected cels
Does not work with rotation. It might be a good idea to replace this whole system with one that uses a transformation matrix, to handle rotation and skewing more easily in the future. I'm not a huge fan of this current code.
2021-06-19 19:29:32 +03:00
Laurenz Reinthaler a899d2591d
Use CMD+Shift+H for showing the pixel grid on OSX (#494)
Co-authored-by: Laurenz Reinthaler <reinthalerlaurenz@gmail.com>
2021-06-15 13:03:19 -07:00
Manolis Papadeas 18592ed7c0 Minor UI changes 2021-06-15 01:03:46 +03:00
Manolis Papadeas 79b37a95b3 Fix palette importing not including all colors if they have more than 64 colors 2021-06-14 20:38:46 +03:00