The preferences code only handles the UI related stuff, while the Themes autoload is now solely responsible for theme adding, removing and changing. This makes it possible to handle themes without having the preferences dialog be in the middle.
This makes the visible/lock/linked/expand buttons more clear that they are indeed buttons. This commit also slightly changes the look of child layers, as they only appear intended and they no longer change color.
A very simple implementation, not as complex as something like #768 yet, but it can be done in the future.
The main current limitation is that it doesn't work with group layers as of right now.
This drastically reduces the number of nodes. Before, each cel would have its own property node which, when the project had many cels, drove the node count quite high.
* Update 3DShapeEdit.tscn
Change the menu button to flat to indicate that it is a button that you can press and not a label
* Changed Signal names to make sense
Note: I did not change functions in the ExtensionsAPI
Changed signals in Global.gd (and everywhere else they are referenced) from *_changed to *_switched
* Bonus Signal
Added a signal in Global.gd that gets emitted just before the project is changed.
Added project_changed to Global.gd which also emits what project was changed by an action (not switched).
* Formatting
* cloned frames only keep original selected cels as selected
* Fixed PasteTagPopup dialog, fixed tag created immediately after starting pixelorama not placed correctly
* formatting
* typo
* Pase tag popup 2.0
* improved code
* formatting
* Update PasteTagPopup.gd
* fixed code messed up while resolving conflict
* group sync achieved
* linting
* quality of life additions
* fixed projects not updating
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Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
Since changing the self_modulate no longer seems to have any effect. Changing the alpha in the shader itself would be a bad idea, since it would require every button background to have its own material, instead of sharing the same one.
* Basic logic for layer effects
* Add an FX button and the ability to add effects, no way to remove or change properties of effects yet
* Basic and ugly UI for adding and removing effects, no property changing yet
* Swap effects
* Fix preload shader paths
* Change parameters for layer effects
* Change gradient parameter in layer effect shaders, and other fixes
* Use CollapsibleContainers for the shader properties
* Set the correct gradient interpolation mode and color space in the UI
* Make effects of group layers apply to children
* Change `apply_fx` to `apply_effects`, formatting, some extra doc comments
* Apply effects to other canvases, when merging layers and when exporting
* Display humanized names of the shader unifrms
* Some UI improvements to the LayerEffectsSettings
* Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons
* Change BaseLayer.apply_effects() to take a cel as a parameter instead
* Make layer effect buttons be affected by the modulate icon color
* Add option in the View menu whether layer effects are displayed in the canvas or not
* Rename `apply_effects()` to `display_effects()`
* Add translation strings
* Add nearest filter to the gradient map
* Don't change Main.tscn
* Fix more translations
* Change the default cursor shape of the generated UI elements of the layer effects
* Add undo/redo and effect application (apply effect destructively)
There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless.
* Make layer effect application work on all cels
* cloned frames only keep original selected cels as selected
* Fixed PasteTagPopup dialog, fixed tag created immediately after starting pixelorama not placed correctly
* formatting
* typo