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Port to Godot 4 (#900)
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* Initial conversion

* Hide some dialogs

* Update addons

* Fix errors in scripts

Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position()

* Update shaders

* Fix some more errors and signals, rename "pressed" to "button_pressed"

* Even more error fixes and renaming corrections

* Fixed more errors, Pixelorama almost runs

* Update ValueSlider.gd

* Remove lock() and unlock(), more ImageTexture.create_from_image() static usage

* More static function using

* Re-add some of the dialog signals, fix window transparency

* Change instances of popup_hide to visibility_changed

* More more errors and warnings

* Fix more errors and warnings

* Get rid of errors in the output when opening Pixelorama in Godot

* Properly connect most signals without using strings

* Fix some scenes

* Don't load Main.tscn

* Emit signals directly instead of using strings

* Fix Keychain menu nodes

* Get rid of self. on most instances, as setters and getters are now always called

* Some more static typing

* Disable texture filters

* Fix zooming

* Fix int as enum warnings

* Fix tools and rename doubleclick to double_click

* Update tool scenes

* Fix tabs

* Fix create new image

* Use static typing on flood fill to speed it up

* Update static-checks.yml

* Reverts #729 for a speedup, hopefully the bug won't get re-introduced

* Fix TransparentChecker warning

* Re-add Default template

* Fix 3D cels

* Fix rotation

Project converted bug. Should be fixed by godotengine/godot#79264

* Fix UITransparency alignment issue, thanks Variable

* Add missing OptionButton items

Hopefully that should be all of them

* Fix the appearance of CollapsibleContainer

* Change instances of world to world_3d

* Fix tool button backgrounds

* Fix Splash dialog

* Fix brush selection

* Update Main.gd

* Fix About Dialog

* Fix more zooming issues

* Fix canvas preview zooming

* Use signals for queue_redraw on project change

* Fix layer button's look

* Fix gradients

* Some gradient fixes and code cleanups, dithering is still broken

* Fix bucket

* Fix the rest of the undo_redo.add_(un)do_method() cases

* Fix guides

* Fix guide text

* Some small changes in Main

* Update Tools.gd

* Fix palette importing

* Get rid of TODOGODOT4s

* Fix the rest of the dialogs

* Update the rest of the scenes

* Fix onion skinning and frame tag dialogs

* Fix file brushes being imported twice

* Fix palette swatch crashing on double click

* Use nearest filter for some of the windows

* Remove old .tres font files

* Fix language switching

* Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools

* Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items

This temporarily removes echoing support for undo and redo, this will be re-added once godotengine/godot#36493 or godotengine/godot#64317 is merged.

* Clean shortcut-related duplicate code in TopMenuContainer

* Remove DroidSansFallback now that system fonts can be used as fallback

* Remove 3.x settings from project.godot

* Format

* Format gdgifexporter

* Reset Keychain to its original state

* Remove textures from the dark and gray themes

* Remove all textures from the dark theme

* Better static typing in DrawingAlgos

* Use Vector2i for project size

* [Risky commit] Use Vector2i instead of Vector2 for tools

I tested it and everything seems to be working the same as before, but more testing would be appreciated.

* Format after previous commit

* Fix line angle constraint being rotated 180 degrees

This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`.

* Fix input map action not found errors when pressing Shift or Control

* Make AnimatePanel bigger, add spring interpolation

* Fix some layouts/extensions/preferences loading errors

* Fix dithering

* Update layout resources

Probably doesn't change anything at all, but I suppose it might be a good thing to do

* Small changes

* Disable filter in ResizeCanvas dialog

* Fix some preferences default button states

* Fix tile mode always having masking on

* Use integers in tile mode

* Fix checkboxes in preferences not working

* More statically typed arrays!

No need to have these # Array of X comments anymore!

* Fix "apply all" for multiple preview dialogs

* Update theme.tres

* Add HeaderSmall theme type variation

* Fix dynamics buttons

* Don't allow sub-zero zoom values

* Let zoom_out_max always remain Vector2(0.01, 0.01)

This fixes zooming on large canvases

* Bump version to v1.0-dev

* Fix ambient light not working on 3D cels

* Fix .obj loading

* Don't allow greater than max values in the zoom slider

* Set maximum zoom value to always be (500, 500)

* Set zoom slider minimum value to 1

* Some UI changes, mostly related to buttons and the timeline

* Change window titles to what they were before

* [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels

* Avoid changing Cel3DObject's file_path if it's the same

* Make preferences window bigger

* Fix png exporting

* Fix reference image initial size and filter setting

* Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor

* Format and some linting

* Remove most Images from the rest of the themes

* Remove all textures from all themes

* Fix drawing when the mouse gets released outside the canvas boundaries

* Format Keychain

* Implement #890

* Fix recorder

* Fix layout deletion

* Better static typing and fix empty_clicked signal-connected methods not having arguments

* Fix layout and extension directory creation if they don't already exist

* Change all instances of "HTML5" to "Web"

OS.get_name() now returns "Web" instead of "HTML5" in Godot 4

* Fix JavaScript detection

Opening files in the Web version does not yet work for some reason

* Fix formatting

* Fix lint errors

* Remove unneeded lines from rotation shaders

* Clean some rotation shader related code

* Remove ErrorManager from #891, as it's no longer needed in Godot 4

* Some docstrings

* More Vector2i and Recti replacing their float counterparts

* Remove the hardcoded shortcut from ValueSlider

Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet.

* Fix bugs from the rebase, integer zooming is currently broken

* Format

* Fix bug where some imported images would fail to load when using smart slice

* Fix integer zooming (I think)

* Fix errors after #898

* Fix some UI issues with PreviewDialog

* Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd

* Update Keychain and addons/README.md

* Update CI to Godot 4.1.1 (probably will not work)

* Remove XDGDataPaths.gd

* Make windows non-exclusive

* Attempt to fix macOS CI

* Attempt to fix CI

* Attempt to fix CI

* Minor fix in the dark theme, more will follow

* Silence enumerator/integer warning

* Attempt to fix macOS CI

* Another attempt to fix macOS CI

* Attempt to fix Windows & macOS CI

* fix: Recorder directory create (#903)

* Update Keychain so that the brush size shortcuts can be changed

This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons

* Change OSX to macOS

* Detect if multi-threading is enabled when exporting gifs

* Fix color picker not working on the top color mode

* Make some public methods private in Export.gd

* Remove Global.window_title variable

* Fix frame UI in the timeline breaking after 100 frames

* Static typing improvements for the timeline

* Better static typing for grids

* Fix typo

* Fix pixel grid not appearing

* Move preference updating code to Global using setters

This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice.

* Remove RestoreDefaultButton.tscn

* Implement changing font size in the preferences

* Resize HeaderSmall font size along with the default font size

* A step towards fixing image loading in the Web version

Doesn't completely fix the issue, it requires a fix from Godot's side as well

* Implement missing input event actions for buttons

TODO: Add default shortcuts

* Do not change language and theme if they are already the defaults

Reduces the initial loading time a bit

* Remove update_hint_tooltips() as it's no longer needed, only keep it for tools

This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips.

* Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger

* Fix Vector2i + Vector2 errors in grid center snapping

* Update tooltips when the shortcut profile changes

* Fix copy-paste mistake

* Update tooltips during startup if the shortcut profile is not the default

* Fix gif warning label size in ExportDialog

* Fix BBCode in ExportDialog

* Fix some Godot 4.2 warnings

* Some CI fixes

* Static typing improvements and more inline functions

* Format

* Even more static typing, inline methods, docstrings etc

* Some more static typing improvements and inline setters

* Remove unneeded project type specifying

* Fix splash dialog error

* Fix enumerator warning

* Don't preload the font in the rules and guides

* Fix some integer division warnings

Sometimes we indeed need them to be floats

* Change some Rect2s to Rect2is

* Minor static typing improvements

* Update README, CHANGELOG, Translations

* Only load translation files when needed, reduces loading time a bit

* Update Keychain so it doesn't load languages during startup

* Lazy load all tool scenes, breaks compatibility with the extension API

Decreases initial loading time

* Format

* Very minor loading time speedups

* Remove unneeded project type specifying

* Even more static typing and docstring improvements

* Fix extension loading

* Palette docstrings

---------

Co-authored-by: ppphp <[email protected]>
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OverloadedOrama and ppphp authored Sep 4, 2023
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2 changes: 2 additions & 0 deletions .gdlintrc
Original file line number Diff line number Diff line change
@@ -1,5 +1,7 @@
disable:
- no-elif-return
- no-else-return
- max-returns
- private-method-call

max-file-lines: 2000
61 changes: 22 additions & 39 deletions .github/workflows/dev-desktop-builds.yml
Original file line number Diff line number Diff line change
Expand Up @@ -10,23 +10,20 @@ on:
- "installer/*.pot"
- "installer/po/*"


concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-devdesktop
cancel-in-progress: true

env:
GODOT_VERSION: 3.5.2
GODOT_VERSION_MAC: 3.5.2
RASPBERRY_PI_BUILDS_VERSION: 1.15.0
GODOT_VERSION: 4.1.1
EXPORT_NAME: Pixelorama

jobs:
export-windows:
name: Windows Export 🗔
runs-on: ubuntu-latest
container:
image: docker://barichello/godot-ci:3.5.2
image: docker://barichello/godot-ci:4.1.1
steps:
- name: Setup WINE and rcedit 🍷
run: |
Expand All @@ -35,19 +32,19 @@ jobs:
wget https://github.com/electron/rcedit/releases/download/v1.1.1/rcedit-x64.exe
mkdir -v -p ~/.local/share/rcedit
mv rcedit-x64.exe ~/.local/share/rcedit
godot -q
echo 'export/windows/wine = "/usr/bin/wine"' >> ~/.config/godot/editor_settings-3.tres
echo 'export/windows/rcedit = "/github/home/.local/share/rcedit/rcedit-x64.exe"' >> ~/.config/godot/editor_settings-3.tres
godot --headless --quit
echo 'export/windows/wine = "/usr/bin/wine"' >> ~/.config/godot/editor_settings-4.tres
echo 'export/windows/rcedit = "/github/home/.local/share/rcedit/rcedit-x64.exe"' >> ~/.config/godot/editor_settings-4.tres
- name: Checkout 🛎️
uses: actions/checkout@v3
with:
submodules: true
- name: Setup 💻
run: |
mkdir -v -p build/windows-64bit ~/.local/share/godot/templates
mv /root/.local/share/godot/templates/${GODOT_VERSION}.stable ~/.local/share/godot/templates/${GODOT_VERSION}.stable
mkdir -v -p build/windows-64bit ~/.local/share/godot/export_templates
mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
- name: Windows Build 🔧
run: godot -v --export "Windows Desktop 64-bit" ./build/windows-64bit/$EXPORT_NAME.exe
run: godot --headless -v --export-release "Windows Desktop 64-bit" ./build/windows-64bit/$EXPORT_NAME.exe
- name: Copy pixelorama_data folder 📁
run: |
cp -R ./pixelorama_data ./build/windows-64bit
Expand All @@ -63,50 +60,36 @@ jobs:
name: Linux Export 🐧
runs-on: ubuntu-latest
container:
image: docker://barichello/godot-ci:3.5.2
image: docker://barichello/godot-ci:4.1.1
steps:
- name: Checkout 🛎️
uses: actions/checkout@v3
with:
submodules: true
- name: Setup 💻
run: |
mkdir -v -p build/linux-64bit build/linux-rpi4 ~/.local/share/godot/templates
mv /root/.local/share/godot/templates/${GODOT_VERSION}.stable ~/.local/share/godot/templates/${GODOT_VERSION}.stable
- name: Download Unofficial Godot Raspberry Pi 4 Builds 🍇
run: |
wget https://github.com/hiulit/Unofficial-Godot-Engine-Raspberry-Pi/releases/download/v${RASPBERRY_PI_BUILDS_VERSION}/godot_${GODOT_VERSION}-stable_rpi4.zip
unzip -a godot_${GODOT_VERSION}-stable_rpi4.zip
mkdir -v -p build/linux-64bit ~/.local/share/godot/export_templates
mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
- name: Linux Build 🔧
run: |
godot -v --export "Linux/X11 64-bit" ./build/linux-64bit/$EXPORT_NAME.x86_64
godot -v --export "Raspberry Pi 4" ./build/linux-rpi4/$EXPORT_NAME.rpi4
godot --headless -v --export-release "Linux/X11 64-bit" ./build/linux-64bit/$EXPORT_NAME.x86_64
- name: Give execute permission ☑️
run: |
chmod +x ./build/linux-64bit/$EXPORT_NAME.x86_64
chmod +x ./build/linux-rpi4/$EXPORT_NAME.rpi4
- name: Copy pixelorama_data folder 📁
run: |
rm ./pixelorama_data/.gdignore
cp -R ./pixelorama_data ./build/linux-64bit
cp -R ./pixelorama_data ./build/linux-rpi4
- name: Create tar.gz archive 🗜️
run: |
cd build
tar zcvf linux-64bit.tar.gz linux-64bit
tar zcvf linux-rpi4.tar.gz linux-rpi4
- name: Upload Artifact 🚀
uses: actions/upload-artifact@v3
with:
name: Linux-64bit
path: ./build/linux-64bit.tar.gz
retention-days: 14
- name: Upload Raspberry Pi 4 Artifact 🚀
uses: actions/upload-artifact@v3
with:
name: Linux-rpi4
path: ./build/linux-rpi4.tar.gz
retention-days: 14

export-mac:
name: Mac Export 🍎
Expand All @@ -118,25 +101,25 @@ jobs:
submodules: true
- name: Setup environment 🔧
run: |
export GODOT_VERSION=${GODOT_VERSION_MAC}
export GODOT_VERSION=${GODOT_VERSION}
export EXPORT_NAME=Pixelorama
- name: Download and extract export templates 💾
run: |
mkdir -v -p ~/.local/share/godot/templates/${GODOT_VERSION_MAC}.stable
curl -O https://downloads.tuxfamily.org/godotengine/${GODOT_VERSION_MAC}/Godot_v${GODOT_VERSION_MAC}-stable_export_templates.tpz
unzip -a Godot_v${GODOT_VERSION_MAC}-stable_export_templates.tpz
mv ./templates/* ~/.local/share/godot/templates/${GODOT_VERSION_MAC}.stable
mkdir -v -p "/Users/runner/Library/Application Support/Godot/export_templates/${GODOT_VERSION}.stable"
curl -O https://downloads.tuxfamily.org/godotengine/${GODOT_VERSION}/Godot_v${GODOT_VERSION}-stable_export_templates.tpz
unzip -a Godot_v${GODOT_VERSION}-stable_export_templates.tpz
mv ./templates/* "/Users/runner/Library/Application Support/Godot/export_templates/${GODOT_VERSION}.stable"
- name: Download Godot headless binary 🤖
run: |
wget https://github.com/huskeee/godot-headless-mac/releases/download/${GODOT_VERSION_MAC}-stable/Godot_v${GODOT_VERSION_MAC}-stable_mac_headless.64.zip
unzip -a Godot_v${GODOT_VERSION_MAC}-stable_mac_headless.64.zip
wget https://github.com/godotengine/godot/releases/download/${GODOT_VERSION}-stable/Godot_v${GODOT_VERSION}-stable_macos.universal.zip
unzip -a Godot_v${GODOT_VERSION}-stable_macos.universal.zip
- name: Setup 💻
run: mkdir -v -p ./build/mac
- name: Mac Build 🔧
run: |
chown runner ./bin/Godot
chmod +x ./bin/Godot
./bin/Godot -v --export "Mac OSX" ./build/mac/Pixelorama.zip
chown runner ./Godot.app/Contents/MacOS/Godot
chmod +x ./Godot.app/Contents/MacOS/Godot
./Godot.app/Contents/MacOS/Godot --headless -v --export-release "macOS" ./build/mac/Pixelorama.zip
- name: Make application executable 🔧
run: |
unzip -a ./build/mac/Pixelorama.zip -d ./build/mac
Expand Down
10 changes: 5 additions & 5 deletions .github/workflows/dev-web.yml
Original file line number Diff line number Diff line change
Expand Up @@ -9,26 +9,26 @@ concurrency:
cancel-in-progress: true

env:
GODOT_VERSION: 3.5.2
GODOT_VERSION: 4.1.1
EXPORT_NAME: Pixelorama

jobs:
export-web:
name: Web Export 🌐
runs-on: ubuntu-latest
container:
image: docker://barichello/godot-ci:3.5.2
image: docker://barichello/godot-ci:4.1.1
steps:
- name: Checkout 🛎️
uses: actions/checkout@v3
with:
submodules: true
- name: Setup 💻
run: |
mkdir -v -p build/web ~/.local/share/godot/templates
mv /root/.local/share/godot/templates/${GODOT_VERSION}.stable ~/.local/share/godot/templates/${GODOT_VERSION}.stable
mkdir -v -p build/web ~/.local/share/godot/export_templates
mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
- name: Web Build 🔧
run: godot -v --export "HTML5" ./build/web/index.html
run: godot --headless -v --export-release "Web" ./build/web/index.html
- name: Install rsync 📚
run: |
apt-get update && apt-get install -y rsync
Expand Down
65 changes: 27 additions & 38 deletions .github/workflows/release.yml
Original file line number Diff line number Diff line change
Expand Up @@ -5,19 +5,17 @@ on:
branches: [ release ]

env:
GODOT_VERSION: 3.5.2
GODOT_VERSION_MAC: 3.5.2
RASPBERRY_PI_BUILDS_VERSION: 1.15.0
GODOT_VERSION: 4.1.1
EXPORT_NAME: Pixelorama
TAG: v0.11.2
TAG: v1.0
BUTLER_API_KEY: ${{ secrets.BUTLER_API_KEY }}

jobs:
export-windows:
name: Windows Export 🗔
runs-on: ubuntu-latest
container:
image: docker://barichello/godot-ci:3.5.2
image: docker://barichello/godot-ci:4.1.1
steps:
- name: Setup WINE, rcedit and NSIS 🍷
run: |
Expand All @@ -26,21 +24,21 @@ jobs:
wget https://github.com/electron/rcedit/releases/download/v1.1.1/rcedit-x64.exe
mkdir -v -p ~/.local/share/rcedit
mv rcedit-x64.exe ~/.local/share/rcedit
godot -q
echo 'export/windows/wine = "/usr/bin/wine"' >> ~/.config/godot/editor_settings-3.tres
echo 'export/windows/rcedit = "/github/home/.local/share/rcedit/rcedit-x64.exe"' >> ~/.config/godot/editor_settings-3.tres
godot --headless --quit
echo 'export/windows/wine = "/usr/bin/wine"' >> ~/.config/godot/editor_settings-4.tres
echo 'export/windows/rcedit = "/github/home/.local/share/rcedit/rcedit-x64.exe"' >> ~/.config/godot/editor_settings-4.tres
- name: Checkout 🛎️
uses: actions/checkout@v3
with:
submodules: true
- name: Setup 💻
run: |
mkdir -v -p build/windows-64bit build/windows-32bit ~/.local/share/godot/templates
mv /root/.local/share/godot/templates/${GODOT_VERSION}.stable ~/.local/share/godot/templates/${GODOT_VERSION}.stable
mkdir -v -p build/windows-64bit build/windows-32bit ~/.local/share/godot/export_templates
mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
- name: Windows Build 🔧
run: |
godot -v --export "Windows Desktop 64-bit" ./build/windows-64bit/$EXPORT_NAME.exe
godot -v --export "Windows Desktop 32-bit" ./build/windows-32bit/$EXPORT_NAME.exe
godot --headless -v --export-release "Windows Desktop 64-bit" ./build/windows-64bit/$EXPORT_NAME.exe
godot --headless -v --export-release "Windows Desktop 32-bit" ./build/windows-32bit/$EXPORT_NAME.exe
- name: Copy pixelorama_data folder 📁
run: |
rm ./pixelorama_data/.gdignore
Expand Down Expand Up @@ -76,47 +74,38 @@ jobs:
name: Linux Export 🐧
runs-on: ubuntu-latest
container:
image: docker://barichello/godot-ci:3.5.2
image: docker://barichello/godot-ci:4.1.1
steps:
- name: Checkout 🛎️
uses: actions/checkout@v3
with:
submodules: true
- name: Setup 💻
run: |
mkdir -v -p build/linux-64bit build/linux-32bit build/linux-rpi4 ~/.local/share/godot/templates
mv /root/.local/share/godot/templates/${GODOT_VERSION}.stable ~/.local/share/godot/templates/${GODOT_VERSION}.stable
- name: Download Unofficial Godot Raspberry Pi 4 Builds 🍇
run: |
wget https://github.com/hiulit/Unofficial-Godot-Engine-Raspberry-Pi/releases/download/v${RASPBERRY_PI_BUILDS_VERSION}/godot_${GODOT_VERSION}-stable_rpi4.zip
unzip -a godot_${GODOT_VERSION}-stable_rpi4.zip
mkdir -v -p build/linux-64bit build/linux-32bit ~/.local/share/godot/export_templates
mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
- name: Linux Build 🔧
run: |
godot -v --export "Linux/X11 64-bit" ./build/linux-64bit/$EXPORT_NAME.x86_64
godot -v --export "Linux/X11 32-bit" ./build/linux-32bit/$EXPORT_NAME.x86
godot -v --export "Raspberry Pi 4" ./build/linux-rpi4/$EXPORT_NAME.rpi4
godot --headless -v --export-release "Linux/X11 64-bit" ./build/linux-64bit/$EXPORT_NAME.x86_64
godot --headless -v --export-release "Linux/X11 32-bit" ./build/linux-32bit/$EXPORT_NAME.x86
- name: Give execute permission ☑️
run: |
chmod +x ./build/linux-64bit/$EXPORT_NAME.x86_64
chmod +x ./build/linux-32bit/$EXPORT_NAME.x86
chmod +x ./build/linux-rpi4/$EXPORT_NAME.rpi4
- name: Copy pixelorama_data folder 📁
run: |
rm ./pixelorama_data/.gdignore
cp -R ./pixelorama_data ./build/linux-64bit
cp -R ./pixelorama_data ./build/linux-32bit
cp -R ./pixelorama_data ./build/linux-rpi4
- name: Create tar.gz archive 🗜️
run: |
cd build
tar zcvf Pixelorama.Linux-64bit.tar.gz linux-64bit
tar zcvf Pixelorama.Linux-32bit.tar.gz linux-32bit
tar zcvf Pixelorama.Linux-RPI4.tar.gz linux-rpi4
- name: Upload Release Assets to itch.io 🎮
run: |
butler push ./build/Pixelorama.Linux-64bit.tar.gz ${{ secrets.ITCHIO_USERNAME }}/${{ secrets.ITCHIO_GAME }}:linux-64 --userversion ${{env.TAG}}
butler push ./build/Pixelorama.Linux-32bit.tar.gz ${{ secrets.ITCHIO_USERNAME }}/${{ secrets.ITCHIO_GAME }}:linux-32 --userversion ${{env.TAG}}
butler push ./build/Pixelorama.Linux-RPI4.tar.gz ${{ secrets.ITCHIO_USERNAME }}/${{ secrets.ITCHIO_GAME }}:linux-rpi4 --userversion ${{env.TAG}}
- name: Upload Release Asset 🚀
uses: svenstaro/upload-release-action@v2
with:
Expand All @@ -136,25 +125,25 @@ jobs:
submodules: true
- name: Setup environment 🔧
run: |
export GODOT_VERSION=${GODOT_VERSION_MAC}
export GODOT_VERSION=${GODOT_VERSION}
export EXPORT_NAME=Pixelorama
- name: Download and extract export templates 💾
run: |
mkdir -v -p ~/.local/share/godot/templates/${GODOT_VERSION_MAC}.stable
curl -O https://downloads.tuxfamily.org/godotengine/${GODOT_VERSION_MAC}/Godot_v${GODOT_VERSION_MAC}-stable_export_templates.tpz
unzip -a Godot_v${GODOT_VERSION_MAC}-stable_export_templates.tpz
mv ./templates/* ~/.local/share/godot/templates/${GODOT_VERSION_MAC}.stable
mkdir -v -p "/Users/runner/Library/Application Support/Godot/export_templates/${GODOT_VERSION}.stable"
curl -O https://downloads.tuxfamily.org/godotengine/${GODOT_VERSION}/Godot_v${GODOT_VERSION}-stable_export_templates.tpz
unzip -a Godot_v${GODOT_VERSION}-stable_export_templates.tpz
mv ./templates/* "/Users/runner/Library/Application Support/Godot/export_templates/${GODOT_VERSION}.stable"
- name: Download Godot headless binary 🤖
run: |
wget https://github.com/huskeee/godot-headless-mac/releases/download/${GODOT_VERSION_MAC}-stable/Godot_v${GODOT_VERSION_MAC}-stable_mac_headless.64.zip
unzip -a Godot_v${GODOT_VERSION_MAC}-stable_mac_headless.64.zip
wget https://github.com/godotengine/godot/releases/download/${GODOT_VERSION}-stable/Godot_v${GODOT_VERSION}-stable_macos.universal.zip
unzip -a Godot_v${GODOT_VERSION}-stable_macos.universal.zip
- name: Setup 💻
run: mkdir -v -p ./build/mac
- name: Mac Build 🔧
run: |
chown runner ./bin/Godot
chmod +x ./bin/Godot
./bin/Godot -v --export "Mac OSX" ./build/mac/Pixelorama.zip
chown runner ./Godot.app/Contents/MacOS/Godot
chmod +x ./Godot.app/Contents/MacOS/Godot
./Godot.app/Contents/MacOS/Godot --headless -v --export-release "macOS" ./build/mac/Pixelorama.zip
- name: Make application executable 🔧
run: |
unzip -a ./build/mac/Pixelorama.zip -d ./build/mac
Expand Down Expand Up @@ -189,7 +178,7 @@ jobs:
name: Web Export 🌐
runs-on: ubuntu-latest
container:
image: docker://barichello/godot-ci:3.5.2
image: docker://barichello/godot-ci:4.1.1
steps:
- name: Checkout 🛎️
uses: actions/checkout@v3
Expand All @@ -200,7 +189,7 @@ jobs:
mkdir -v -p build/web ~/.local/share/godot/templates
mv /root/.local/share/godot/templates/${GODOT_VERSION}.stable ~/.local/share/godot/templates/${GODOT_VERSION}.stable
- name: Web Build 🔧
run: godot -v --export "HTML5" ./build/web/index.html
run: godot --headless -v --export-release "Web" ./build/web/index.html
- name: Install rsync 📚
run: |
apt-get update && apt-get install -y rsync
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2 changes: 1 addition & 1 deletion .github/workflows/static-checks.yml
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ jobs:
- name: Checkout
uses: actions/checkout@v3
- name: Install gdtoolkit
run: pip3 install "gdtoolkit==3.*"
run: pip3 install "gdtoolkit==4.*"
- name: Formatting checks
run: gdformat --diff .
- name: Linting checks
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17 changes: 17 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,23 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/). All the dates are in YYYY-MM-DD format.
<br><br>

## [v1.0] - Unreleased

Built using Godot 4.1.1

### Added
- Added some missing shortcuts for buttons. [#900](https://github.com/Orama-Interactive/Pixelorama/pull/900)
- The brush increment/decrement shortcuts can now be changed. [#900](https://github.com/Orama-Interactive/Pixelorama/pull/900)
- 3D layers now support torus shapes. [#900](https://github.com/Orama-Interactive/Pixelorama/pull/900)
- Image effect animation now supports the tweening transition method of spring. [#900](https://github.com/Orama-Interactive/Pixelorama/pull/900)

### Changed
- Every shader-based image effect is automatically working without the need to change renderers, and they all work now on the Web version. This comes at the cost of less compatibility, as the desktop version now requires OpenGL 3.3 minimum instead of 2.1, and the Web version requires WebGL 2 instead of WebGL 1. [#900](https://github.com/Orama-Interactive/Pixelorama/pull/900)

### Fixed
- Performance when drawing and doing operations such as bucket area fill should be better now. [#900](https://github.com/Orama-Interactive/Pixelorama/pull/900)
- Dividing by zero in value sliders and spinboxes no longer crashes the program.

## [v0.11.2] - 2023-08-31
This update has been brought to you by the contributions of:
[@Lsbt1](https://github.com/Lsbt1), Fayez Akhtar ([@Variable-ind](https://github.com/Variable-ind))
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2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -61,7 +61,7 @@ You can find Online Documentation for Pixelorama here: https://orama-interactive
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](https://github.com/Orama-Interactive/Pixelorama-Docs).

## 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.
Pixelorama uses Godot 4.1, so you will need to have it in order to run the project. Older versions will 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:
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