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A free & open-source 2D sprite editor, made with the Godot Engine! Available on Windows, Linux, macOS and the Web! https://orama-interactive.itch.io/pixelorama
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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
.github Release v0.10.3-stable 2022-09-26 17:40:15 +03:00
addons Make ShortcutEdit a VBoxContainer again 2022-09-22 17:26:18 +03:00
assets Basic Layer Groups and Timeline Refactor (#698) 2022-09-28 21:59:49 +03:00
installer Release v0.10.3-stable 2022-09-26 17:40:15 +03:00
Misc Release v0.10.3-stable 2022-09-26 17:40:15 +03:00
pixelorama_data Update Monochromatic.tres 2022-01-14 18:02:16 +02:00
src Basic Layer Groups and Timeline Refactor (#698) 2022-09-28 21:59:49 +03:00
Translations Basic Layer Groups and Timeline Refactor (#698) 2022-09-28 21:59:49 +03:00
.gdlintrc Disable no-else-return and no-elif-return linter checks 2022-04-22 20:41:43 +03:00
.gitattributes Initial commit 2019-08-18 12:28:38 +03:00
.gitignore [skip ci] Add ".godot/" to .gitignore 2022-09-16 00:23:14 +03:00
.gitmodules Add gif export plugin and extend export dialog with GIF animation support. 2020-04-06 18:51:47 +02:00
CHANGELOG.md Release v0.10.3-stable 2022-09-26 17:40:15 +03:00
CONTRIBUTING.md Update CONTRIBUTING.md 2021-05-21 16:57:41 -07:00
crowdin.yml Update Crowdin configuration file 2020-08-09 23:48:23 +03:00
export_presets.cfg Release v0.10.3-stable 2022-09-26 17:40:15 +03:00
LICENSE Update copyright statements to present 2021-01-03 21:03:20 +02:00
project.godot Basic Layer Groups and Timeline Refactor (#698) 2022-09-28 21:59:49 +03:00
README.md New theme-related methods to ExtensionsAPI (#733) 2022-08-08 16:20:42 +03:00

Pixelorama - pixelate your dreams!

Pixelorama is a free and open source pixel art editor, proudly created with the Godot Engine, by Orama Interactive. Whether you want to make animated pixel art, game graphics, tiles and any kind of pixel art you want, Pixelorama has you covered with its variety of tools and features. Free to use for everyone, forever!

Build Passing Build Passing Code Size Repository size License

Downloads Discord Chat Crowdin Localized % Mentioned in Awesome Godot

Pixelorama's UI

Join our Discord community server where we can discuss about Pixelorama and all our other projects! https://discord.gg/GTMtr8s

If you like, consider helping us by sponsoring this project! It would enable us to focus more on Pixelorama, and make more projects in the future!

Become a Patron!

Download

Stable versions:

You can also find early access builds in the GitHub Actions page. There's also a Web version available. Keep in mind that these versions will have bugs and are unstable. Unless you're interested in testing the main branch of Pixelorama, it's recommended that you stick to a stable version.

Documentation

You can find Online Documentation for Pixelorama here: https://orama-interactive.github.io/Pixelorama-Docs

It's still work in progress so there are some pages missing. If you want to contribute, you can do so in Pixelorama-Docs' GitHub Repository.

Cloning Instructions

Pixelorama uses Godot 3.5, so you will need to have it in order to run the project. Older versions may not work. As of right now, most of the code is written using GDScript, so the mono version of Godot is not required, but Pixelorama should also work with it.

Current features:

  • A variety of different tools to help you draw, with the ability to map a different tool in each left and right mouse buttons.
  • Are you an animator? Pixelorama has its own animation timeline just for you! You can work at an individual cel level, where each cel refers to a unique layer and frame. Supports onion skinning, cel linking, motion drawing and frame grouping with tags.
  • Custom brushes, including random brushes.
  • Create or import custom palettes.
  • Import images and edit them inside Pixelorama. If you import multiple files, they will be added as individual animation frames. Importing spritesheets is also supported.
  • Export your gorgeous art as PNG, as a single file, a spritesheet or multiple files, or GIF file.
  • Pixel perfect mode for perfect lines, for the pencil, eraser & lighten/darken tools.
  • Autosave support, with data recovery in case of a software crash.
  • Horizontal & vertical mirrored drawing.
  • Tile Mode for pattern creation.
  • Rectangular & isometric grid types.
  • Scale, rotate and apply multiple image effects to your drawings.
  • Multi-language localization support! See our Crowdin page for more details.

Special thanks to