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Pixelorama/src/UI/Timeline
Emmanouil Papadeas 91aea32864
Implement 3D layers (#840)
* Implement 3D layers

* Remove unneeded files

* Fix bug where a single hidden layer would ignore all of the layers on top when exporting

* Fix pxo loading

* Remove junk nodes from 3DShapeEdit

Seems like they were created when I copied from the old 3D Options.tscn panel to the new 3D Shape Edit tool.

* Make light gizmos half the size, and hide gizmos when rotating

* Fix crash when using the 3D shape edit tool on a group layer

* Remove unneeded code in Canvas.gd

* Add torus in the Cel3DObject.Type enumerator

Torus isn't currently supported in Godot 3.5, but it is in 3.6 and 4.0, so this is just future-proofing. May break compatibility with .pxo files that were exported with 3D layers before this change.

* Toggle 3D object visibility

* Change texts and some variable names

* Fill translation strings

* Fix crash on group blending, and make the code in Export.blend_layers() more general

* Fix errors when attempting to draw on a 3D cel

Can occur when multiple cels are selected, some of them 3D and some of them pixel

* Make scene properties and objects be per-cel instead of per-layer

Breaks compatibility with previous .pxo files that had 3D layers. Also introduces serialize() and deserialize() methods to BaseCel

* Use if not layer is get_script() in GroupLayer.blend_children()

* Flip the condition in GroupLayer.blend_children()

* Fix bug where locked/invisible layers could get drawn

Regression from c2f6bf0f3f

* Move gizmo code to 3DShapeEdit's draw_start(), move some undo/redo logic to 3DShapeEdit

* Move all of the undo/redo code to 3DShapeEdit, simplify code in Cel3D

* Store Cel3D image data to pxo, for easy usage by external software

This makes importing projects with 3D layers to other software, such as Godot using godot_pixelorama_importer easier.

* Make the linter happy

* Fix bug where the previously selected object would remain selected when it got removed with undo
2023-03-31 21:58:56 +03:00
..
AnimationTagUI.gd Format code and add static checks (#599) 2021-11-25 14:48:30 +02:00
AnimationTagUI.tscn You can now resize cels in the timeline by holding Control and scrolling with the mouse wheel. 2021-01-30 23:57:33 +02:00
AnimationTimeline.gd Implement 3D layers (#840) 2023-03-31 21:58:56 +03:00
AnimationTimeline.tscn Implement 3D layers (#840) 2023-03-31 21:58:56 +03:00
BaseCelButton.tscn Folders rearrangement (#804) 2023-01-05 17:54:22 +02:00
BaseLayerButton.tscn Animation Timeline UI Improvements (#769) 2022-10-21 16:04:26 +03:00
CelButton.gd Fix segmentation fault when resizing canvas to a large size 2023-03-21 02:06:57 +02:00
FrameButton.gd Add a change_cel() method to Project, instead of using a signal 2023-01-02 22:09:47 +02:00
FrameButton.tscn Basic Layer Groups and Timeline Refactor (#698) 2022-09-28 21:59:49 +03:00
FrameProperties.gd Just one method for undo/redo in Global.gd 2021-12-02 02:22:32 +02:00
FrameProperties.tscn Set frame delay's min value at 0.01, does not let it become 0 2021-06-11 22:56:38 +03:00
FrameScrollContainer.gd [skip ci] Fix various typos 2023-02-02 03:06:23 +02:00
FrameTagDialog.gd Some Popup changes and added Self Awareness ;) (#644) 2022-02-02 00:40:37 +02:00
FrameTagDialog.tscn Minor UI changes 2021-12-24 03:12:44 +02:00
GroupCelButton.tscn Basic Layer Groups and Timeline Refactor (#698) 2022-09-28 21:59:49 +03:00
GroupLayerButton.tscn Basic Layer Groups and Timeline Refactor (#698) 2022-09-28 21:59:49 +03:00
LayerButton.gd Fix LayerButton drag and drop passing wrong parameter to BaseLayer.accepts_child() 2023-03-25 18:42:50 +02:00
PixelCelButton.tscn Animation Timeline UI Improvements (#769) 2022-10-21 16:04:26 +03:00
PixelLayerButton.tscn Linked Cel Refactor and Timeline Refactor Tweaks (#764) 2022-10-16 17:44:01 +03:00