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1875 commits

Author SHA1 Message Date
Manolis Papadeas
8f701dfee0 Fix #626 2022-01-03 14:05:41 +02:00
Manolis Papadeas
04dda09df5 Do not delete cel content if the layer is locked/invisible 2022-01-01 04:12:49 +02:00
Manolis Papadeas
605e7ab3fd Copy frame duration when cloning a frame 2021-12-31 04:05:04 +02:00
Darshan Phaldesai
51288148ee
Shader Fix Hack (#625) 2021-12-30 18:05:28 +02:00
Manolis Papadeas
95ae81eef1 Fix undo error when the user draws on a locked/invisible layer 2021-12-29 21:48:33 +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
311f4dd70b Add missing line to Desaturate and InvertColors, and made some changes to ShaderImageEffect 2021-12-27 00:08:06 +02:00
Manolis Papadeas
93268fef43 Fix another bug with Undo/Redo where the app became unresponsive if the user drew outside the canvas 2021-12-25 19:21:09 +02:00
Manolis Papadeas
b40c2f5b75 Minor UI changes 2021-12-24 03:12:44 +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
6a78351704 Fix undoredo not working if the users draws on a locked/invisible layer 2021-12-21 01:26:58 +02:00
Manolis Papadeas
50885b8769 Release v0.9.1-stable 2021-12-20 13:45:53 +02:00
Manolis Papadeas
30f2873ed1 Remove unneeded method from HTML5FileExchange 2021-12-18 02:31:10 +02:00
Manolis Papadeas
92c252e22d Fixes #618 2021-12-15 01:39:24 +02:00
Manolis Papadeas
28341a18d2 The autosave timer no longer starts after the backup confirmation dialog gets hidden, if the autosave option is turned off in the Preferences 2021-12-14 21:51:52 +02:00
Manolis Papadeas
7b7c572f13 Fix issue where the timeline would be unresponsive if zen mode was toggled off and on 2021-12-12 17:11:25 +02:00
Manolis Papadeas
750fae4713 Project data no longer remain in memory after the user has removed their tab 2021-12-11 21:29:32 +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
47943703ec Update CHANGELOG & AboutDialog 2021-12-07 02:20:12 +02:00
Manolis Papadeas
02a74d498c Fix shape tool previews not being updated when modifier keys are being pressed 2021-12-06 19:11:50 +02:00
JumpJetAvocado
fa27d7fbad
Fix drawing bug reported in issue-555 (#603)
* Fix drawing bug reported in issue-555

* Remove unused parameter from commit_undo() in Draw.gd
2021-12-06 18:38:54 +02:00
Manolis Papadeas
af86856dc6 Added a clipboard pattern button
It starts empty and gets updated every time the user copies something.
2021-12-05 18:37:15 +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
563aab3137 Update AboutDialog.gd 2021-12-03 01:45:57 +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
f7ef4a4283 Remove handle_undo() and handle_redo() from Canvas.gd
Getting rid of some old, unneeded code.
2021-12-01 17:49:22 +02:00
Manolis Papadeas
f3d696ef81 Clear code from ShaderEffect.gd
Now inherits from ImageEffect and uses a ShaderImageEffect to generate the image. We get to clear duplicate code that was shared between ShaderEffect.gd and ShaderImageEffect.gd this way, and it also uses the undo/redo logic from ImageEffect instead of Canvas.gd.
2021-12-01 03:41:20 +02:00
Manolis Papadeas
2cab2af561 Preload image effect shaders 2021-12-01 03:04:40 +02:00
Manolis Papadeas
72aef23cce UI changes to the onion skinning settings
Also changed the ignore text to the "_io" suffix instead of "ignore_onion", because this is quicker to type.
2021-12-01 02:28:12 +02:00
Manolis Papadeas
15d987ebae Changed behavior of flip image to make it work as expected with selections
The selection itself also gets flipped, if there is any
2021-11-30 02:42:35 +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
7489ae3777 Optimize update_hint_tooltips() calls
Now gets called once at the beginning instead of multiple times for every shortcut.
2021-11-25 15:16:56 +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
c921344b04 Fix splash screen not appearing in the Web version 2021-11-22 21:38:17 +02:00
Manolis Papadeas
79ff0a8d45 Optimize _input() methods 2021-11-22 21:32:39 +02:00
Manolis Papadeas
4931e50213 Move cursot tool icon visibility to ViewportContainer
I have no idea what I was thinking when I put that code inside Canvas' _input()
2021-11-22 18:43:06 +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