Instead of LA8. This should result in slightly less memory usage and is more on par with Godot's BitMap "convert_to_image" method, which will be exposed in Godot 3.5.
In this line, a new texture is generated each time the canvas is updated it seems :
But it is mentionned in the documentation to use `void set_data(image: Image)` instead for slightly faster results, which updates the texture instead of creating a new one.
I hope that it is relevant !
Also, if it is approved, this change should be applied to everywhere it is used (except when initializing the texture)
* draw optimizer
* improvements
* some memory improvements
don't think this one's needed but doing it just in case...
* formatting
* add limit change with brush
* fixed a small bug
cache was being kept when frames were changed
* formatting
* change `_cache_limit` on changing `_brush_size`
* improvements to copy and delete methods
To allow cloning/deleting an array of frames
* formatting
* adapt to the new copy/delete methods
* Update AnimationTimeline.gd
* removed some bugs
* changed old tag behaviour
tags ahead get further by 1 frame on add_frame()
* modified tag behaviour
* formatting
* removed tag interaction
* 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
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()
Might be useful for Extensions that add tools and for the future where we allow users more freedom with shortcut binding, including unbinding shortcuts.
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
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.
Use a Preference class instead of a nested array. Lines of code reduced from 461 to 330. Also fixed a minor bug in the Web version where, when the user changed language, "Interface" was being selected instead.
* Get same color pixels shader (#2)
* Replace same color pixels bucket code with a shader
* Add pattern fill
Co-authored-by: novhack <42614907+novhack@users.noreply.github.com>
* formatting
* some minor changes and fixed a bug
* added similarity feature
* formatting
* Update Bucket.gd
* added similarity feature in shader
Co-authored-by: novhack <42614907+novhack@users.noreply.github.com>
* 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
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
This fixes the issue with the timeline UI nodes affecting the rest of the panels if the timeline becomes too small. Kind of an ugly fix because there can now be two scrollbars visible if there are many frames, eventually we may need to redesign the timeline.
* Some Popup changes and added self awareness
start/end is automatically determined by selected cels boundary
* Update FrameTagDialog.gd
* some more code formatting
* 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...
* 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
* Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode
* Shading tool hue shifting fixes and tweaks
* Duplicate shader resource before modifying its code
* added line before comment
Co-authored-by: MrTriPie <MrTriPie>
* 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
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.
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.
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.
* 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
* 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
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.
* Symmetry guide color work
* Changed to semi-transparent guides from red, blend slight blue into symmetry guides for variation
Co-authored-by: MrTriPie <MrTriPie>
* Animation tag fix (a)
fixed tag behavior in "Project.gd"
* Animation tag fix (b)
fixed tag behavior in "AnimationTimeline.gd"
* Animation tag fix (c)
fix top part of line not visible
* Animation tag fix (d)
a fix i forgot about earlier
* added a randomizer...
... to auto select colors of new tags
* Fix Tag scrolling without cels when scrolled on it
* removed randomize() cause it's not needed
* Open/Save Sprite Dialogs now have their directory cached so when reopening Pixelorama they will be set to that directory. Load last project and load recent project also syncs with the open/save dialogs and caches that directory
* Sets a projects default file path to the cached file directory (not sure about) and if the export directory is blank, use the cached file directory
* Changed 'file_dialog_dir' to 'current_dir'
Co-authored-by: MrTriPie <MrTriPie>
This lets the user change the strength of the tool. When it has an opacity of 255, the eraser will completely delete the underlying pixels. If it has less than 255, it will simply subtruct that value from the underlying pixel's alpha.
* Add support for creating Ubuntu Touch click packages.
The clickable directory contains the files necessary to create a
click package designed for Ubuntu Touch, a community-driven Linux
distro for mobile phones as an alternative to iOS and Android.
A new CI script has been added to create the packages, which is
copied over from one of my other projects. Please change this to
suit your needs.
A new custom feature "clickable" has been added to the project
settings to allow customizations for the Ubuntu Touch platform.
Signed-off-by: Marquis Kurt <software@marquiskurt.net>
* Make clickable CI follow more closely to desktop builds
* Remove sudo from clickable install step
* Install software-properties-common
* Comment out docker startups in click install
* Change export name for Click version
* Change name and export mode to pack only
* Change means of copying data to clickable dir
* Install sudo to docker
* Add -g to docker add user
* Remove docker user creation
* Remove other chpasswd stuff
* Split CI into two jobs
* Make build-ubports.sh runnable
* Use HiPDI GUI theme on Clickable
* Move clickable folder to Misc, add release CI targets
* Add mobile to clickable settings
* Add pixelorama_data to install data
* Create pixelorama_data subdir in click itself
* Change default save dir for clickable
* Update AppArmor policy
* Update clickable version to test AppArmor
* Revert changes and use user data dir
* Add README pertaining to Ubuntu Touch
* Remove GODOT_MAC_VERSION from UT port workflow
Co-authored-by: Manolis Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
* Added a timer to filter out useless values
This timer will determine if you actually want to view these changes or just want to skip ahead
* a live preview checkbox
* Some dialog improvements
* Minor changes/adjustments
* Fix for multiple cel selection issue
Now it will only apply selection to the selected cels that are **visible and unlocked**
* Fix for loss of selection data
This will hopefully fix the selection data loss on toggling layer buttons
* Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode
* Shading tool hue shifting fixes and tweaks
Co-authored-by: MrTriPie <MrTriPie>
* 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>
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?
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.
* Set project name. Also fixed a bug
Added ability to set project name also fixed a bug that "if the aspect ratio button is pressed and a template of different width and height were selected, then the button also applied on them e.g a template of (but it shouldn't)"
Example: write 1 in width, 2 in height, enable aspect ratio, and then try to change template... a template of 256x240 will give 120x240
* Add files via upload
* Adjust save name to project name
* Add files via upload
Not sure if that single if statement counts as branching code, but it's generally a good idea to avoid if statements in shader code, so I used step instead.
Cursor icon is temporary. It works by clicking multiple times on the places you want to create edges, and to complete the polygon you either have to click at the first edge (if you hover the mouse, a circle appears in that position), or you can auto-fill by double clicking.
Basically, when the background color of the screen at certain points is dark, the preview at that spot is white, and when it is bright, the preview is white at that spot. This helps to keep the previews always distinguishable, regardless of the background color.
Icons most likely temporary. A bit problematic when the selection is in negative coords and the preview does not work well with mirroring and mirror view. Same is true for the shape tools.
Related to the PoolVectorArray locking issue (#331). This still doesn't fix the issue itself, but at least Pixelorama does not crash anymore. It is still possible, though, to fail to load a guide when opening a project. Opening it again may solve the issue.
* a minor visibility change.
made the nodes that were not needed in wide-screen "Invicible"
the visibility will now be controlled procedurally
* Added some lines of code in "change_ui_layout()"
The added lines will control node visibility changes to adjust to current screen mode
* added a line to fix tall-screen "zen-mode"
Moves selection with contents by default.
Control + arrow keys = Moves & snaps selection to grid.
Alt + arrow keys = Moves the selection itself without the contents.
Works similar to the rectangle & ellipse drawing tools. Shift for 1:1, Ctrl for expanding from center.
Shift + mouse click = add to selection
Ctrl + mouse click = subtract from selection
Mouse click + Shift = Create a 1:1 (square) selection
Mouse click + Ctrl = Create a selection that expands from center
Mouse click + Shift + Ctrl = Create a 1:1 (square) selection that expands from center
A combination like Shift + Mouse Click + Shift will add to selection while also making a 1:1 selection