Now a single click will not enable the range, using Shift+click or
dragging the mouse will enable the range of multiple
layers/frames/cels by default (but there are new options to go back to
the previous behavior or customize this behavior in an extensive way).
Now each tool has independent 'dynamic options'. A global configuration
for all tools is also possible via the 'Same in all tools' option.
ALso this fix, solves a regression inserted in:
2cc15cda9e82611b3af7bb3cab07cf2fdc479b42
(bug inserted: stabilizer is always active)
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.
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
In this way we can export each grid cell/tile as an individual sprite,
and use the extrude option on each grid cell. We've added the
--split-grid CLI option too.
This was changed in df33744c85833d4f9042871dd9b417c2f2b8654e, but now
we're adding an option to switch between both behaviors. We prefer to
keep the old behavior as the default one and the new one as an
optional preference.
Related to: https://community.aseprite.org/t/15065
This commit adds the option to invert if the brush size increases or
decreases when holding CTRL and scrolling as mentioned in the issue #2364
By default, the previous behavior is kept.
Also we've restored the default algorithm to bilinear + mipmapping,
which was the default on the Aseprite before we switched to Skia m96.
This was requested by some users.
Each ui::Window now can have a related native os::Window. This
connection is done through the ui::Display class added recently in
c3d52f0bbe5242923c9e38495e1be1135ca0934f.
In this way we always have an empty tile available in the drawing
process. We've also added the Tileset::firstVisibleIndex field to
change the visible index of the tile 1 so we can offset the visible
number by the user (just as a visual aid / simulate old tilesets with
index=0=non-empty tile).