The default language (en.ini) has a new "display_name" property, but
probably we should remove it and transform the English language in an
extension (just as the default Aseprite theme).
Several changes were included:
- Fixes in TextBox widget to show it with proper size hint when it's
outside a viewport
- Added the IncompatFileWindow with a message + link to know how to
update Aseprite and solve the situation
- Moved CannotModifyWhenReadOnlyException from app/doc.h to
app/transaction.h
In this way we can use F2 to:
1. Set the Loop section if two or more frames are selected
2. Remove the loop section if only one frame is selected
3. Rename the active layer if the layer is selected (or no frames are selected)
* Now a Cel has a z-index property to change the order of layers per frame
* A new doc::RenderPlan class can calculate the order of cels to be rendered
* z-index is saved as a int16_t in the .aseprite files
* This new field can be set/get from Lua with Cel.zIndex
If we start playing from a tag with a repeat field, we'll just play
the tag as many times it says and continue with the regular animation
of the sprite. Users expect the repeat field to be useful with the
default configuration of the program.
This menu was accessible right-clicking the Play button in the
Timeline (and in the Preview window, with specific options for the
Preview).
This change includes some changes:
1. Now if a menu <item> in gui.xml doesn't specify a text field, the
text of the command is used (to avoid double translation, the bad
side is that we don't have a mnemonic specified).
2. Menu::showPopup() can be used with submenus from the root menu, to
do this we have to remove the menu item owner temporarily before we
show the menu as popup (see the change in Menu::showPopup())
3. We can specify a special active DocView for commands with
UIContext::SetTargetView, this is used to set the Preview editor as
active view for commands like TogglePlayOnce, etc.
We cannot use the fix from 6e2b44c72d as
they contain different slice borders depending on the state (and that
generated moving labels/icons in RGBA/Grayscale/Indexed buttons when
we hover the mouse on them), so we had to revert it and use a new
"buttonset_item_active" theme part to set the background of Edit
Pal/Tiles.
Now these buttons look more like the previous version, where the
special background color is painted to the edges. To achieve this the
"buttonset_item_normal" part has less border to fill the background
with "edit_pal_face" color in "pal_edit_button_unlock" and
"edit_tiles_mode" styles.
The icon/stylus was inverted. We've also moved the icon for each state
to the theme xml (so we don't need to use setIcon() manually anymore
for this button).
As the "multiple windows" feature is still buggy (#3556) and we've
disabled it by default, it's nice to make this option more visible (in
the General section) so users reliant on this will find the switch
quickly.
We've added an experimental option (enabled by default) to keep the
compressed tileset data when we load/save a .aseprite file to avoid
recompressing each time we save (and only compressing the tileset if
tiles are modified).
This is an attempt to make the save operation faster when we use
sprites with several tilemap layers + large tilesets (many tiles, with
big tiles).
Reference: https://github.com/aseprite/Attachment-System/issues/54
Some extra changes introduced:
* DocUndo & CmdTransaction were simplified: removing the saved
counter, and storing a specific UndoState pointing to the state that
matches the version in the disk
* DocUndo::onDeleteUndoState() can generate a
impossibleToBackToSavedState() if the saved state is deleted. This
might fix some bugs where a "save changes" dialog weren't displayed
after undoing and making changes (probably related to #3542, but not
sure)
Some extra work is needed to avoid showing the "save changes" dialog
if we are close to the saved state and only non-modification undo
states separate us from there. E.g. if we open a file, select the
canvas, and close it, Aseprite now shows the "save changes" dialog,
this wasn't true in previous versions.