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PixelOver 0.18.1 rc 1 - Animation Improvements

Hello! This is the first release candidate featuring major animation improvements.

As previously announced, this pre-release implements the final animation feature: the ability to save and load animations.

Please note that pre-release versions may be unstable.

How to access pre-release versions

Roadmap and news

Documentation and tutorials

Changes

(Beta 2 → RC 1) Added the ability to save and load animations.
(Beta 2 → RC 1) Advanced selection for animation (move, flips and scale the selected keys).
(Beta 2 → RC 1) Improved drawing selection, same selection tool on the right click will substract the selection. Also added flips and rotation on the selection menu.
(Beta 1 → Beta 2) Added missing setting for canvas custom origin.
(Alpha 3 → Beta 1 → Beta 2) Added lock for transform inputs. Also display last selected point value for mesh deformation and add ability to lock it.
(Alpha 3 → Beta 1) Updated EULA with clearer wording (especially regarding exported files), plus new sections clarifying for example that all generated data stays local.
(Alpha 2 → Alpha 3) Animation improvements. - Added graph editor for keys. - Added buttons to jump to previous and next key. - Input sub-tracks (vectors, colors, etc.) can now be edited individually. - Improved ruler and dope sheet readability for tracks.
(Alpha 1 → Alpha 2) Improved animation management. - Added a new tree system and the ability to organize animations into folders. - Animations are now managed as objects, reducing the number of displayed properties in the animation panel. - Improved undo/redo support for keys and tracks properties.
(Alpha 1 → Alpha 2) Updated to Godot Engine version 4.5.
Rest/Pose is now a global system for all objects. - Changes in Rest Pose set the default value for all animations. - Changes in Pose Mode affect only the selected animation.
Added a parameter for drawing tools to keep the object on top while drawing.
Added copy/paste support for shaders.
Improved animation track synchronization with object selection.
Improved the Add Track dialog with a tab system (particle properties are now separated from other properties).
Added an option in settings to choose the default pixel-scaling algorithm.
Added Escape key shortcut to deselect all tracks and keys.

Bug fixes

Issue Reference
(Beta 1 → Beta 2) Fixed add key with the right click. Link
(Beta 1 → Beta 2) Fixed missing rest transform for bones without track. Link
(Beta 1 → Beta 2) Fixed opacity synchronization with particles. Link
(Beta 1 → Beta 2) Fixed locking undo/redo. (Not reported)
(Beta 1 → Beta 2) Fixed snap for bezier handles. (Not reported)
(Beta 1 → Beta 2) Fixed saving project files from 0.17+ to 0.16+. (Reported by DM)
(Beta 1 → Beta 2) Changing animation fps now recompute well the keys position. (Not reported)
(Alpha 3 → Beta 1) Fixed missing first update of any input in pose mode. Link
(Alpha 3 → Beta 1) Fixed missing animation tracks when copying an object. Link
(Alpha 3 → Beta 1) Fixed selection tool erasing when the object is invisible and fixed a crash. Link
(Alpha 3 → Beta 1) Prevent newly created point to jump to nearest point. Link
(Alpha 3 → Beta 1) Fixed resource saving. (Not reported)
(Alpha 3 → Beta 1) Fixed crash when creating 3D bones. (Not reported)
(Alpha 3 → Beta 1) Fixed some missing synchronization with displayed animation. (Not reported)
(Alpha 1 → Alpha 2) Fixed a crash when removing an invalid bone from a mesh. Link
(Alpha 1 → Alpha 2) Prevented the recovery files dialog from appearing when the previous session did not crash. Link
(Alpha 1 → Alpha 2) Fixed an empty main view issue in compatibility mode. Link
Fixed an issue with incorrectly exporting empty JSON files. Link
Fixed incorrect drawing cursor position when an object has a custom offset. (Not reported)
Fixed crashes when using multi-select. (Not reported)
Fixed inputs sometimes appearing in the wrong order. (Not reported)
Fixed tree losing selection on items. (Not reported)

If you encounter any bugs or have feature suggestions, feel free to share them in the community forum. Thank you!