And fix issue where the clone, remove and reverse frames always only affected the selected frames and not the frame where the right click occurred (bug introduced some commits ago, it's not present in v0.11).
The frame number digit count is now 4, so for example exported files are being named as "name_0001.png", "name_0002.png", ... "name_0010.png" and so on. The tag name is now not included in the file name by default.
* Duplicated frames
* Added Clone Tag feature
* fix remaining tag issues
* Update AnimationTimeline.gd
formatting
* formatting
* formatting
* add icon and other remaining stuff
* formatting
* formatting
* Update AnimationTimeline.gd
* Update AnimationTimeline.gd
* some bug fixes
* some bug fixes
* make empty tags appear as (Untitled)
* linting
* Delete copy_frame.png
* Delete copy_tag.png
* Add files via upload
* removed separate button and use tag button
* UI improvements to
"Paste content from tag"
* remove some lines that appeared
during resolving conflicts
* Update AnimationTimeline.gd
* moved paste tag code to it's own script
to reduce lines to 1000 in animation timeline.gd
* formatting
* Add files via upload
* test lint disabling
* Update AnimationTimeline.gd
* increase max file lines to 2000
* Removed accidental changes by commit:.....
1902938b98
(Due to my bad habit of dragging and dropping files instead of using git)
This is useful for users that do not have a mouse wheel, such as touchscreen users. Changing themes also changes the theme for the frame buttons automatically as well.
* Tilemode selections
* Selection TileMode
* Fixed some bugs with the ORIGINAL tile mode
Image brushes needed to be adjusted
* remove behaviour checkbutton
* fixed remaining things
* formating
* formatting
* formatting
* formatting
* fix crash on rotating image
* Fix Color getting transparent on double chicking
same swatch twice
* typo
* typo
* Update RotateImage.gd
* Use sheckbox instead of option button
* make checkbox directly under select menu
Seems to produce the same result as GIMP's Posterize color filter. Should be useful for reducing the colors of an image, and it could work together with 3D lighting. Thanks to https://godotshaders.com/shader/color-reduction-and-dither/ for the shader.
On large canvases (like 4096x4096), simply moving the mouse around was laggy. It turns out that texture_to_draw = current_cels[i].image_texture was causing the lag, but I'm not sure why. It could be that texture_to_draw was a Texture and not an ImageTexture.
There is still some room for optimization, both the second canvas and canvas preview are being drawn on _input(), which is unnecessary.
This should save some time on initial loading, but it introduces a slight loading time when opening the scale or rotate dialog for the first time in a session