New json.decode(jsonText) and json.encode(luaTable) functions.
In this way we don't depend on third-party libraries to decode/encode
JSON text which is a quite common task (in tests and export scripts).
This is the first attempt to finally implement the require() function
on Lua. The main problem was how to solve conflicts between plugins
that use the same library name. Here we separate each plugin like in a
namespace, so require(name) inside a plugin will save the module in
_LOADED["pluginName/libraryName"] to avoid conflicts with other
libraryName from other plugins.
In some way we prefer to simplify the GraphicsContext class instead of
exposing a new Paint() class (which might be confusing with the
app.useTool() too).
Now BlendMode can be used for GraphicsContext.blendMode and
Layer.blendMode (not all modes are available in both cases).
This reverts commit 3d7c05c8f1.
Incomplete version of the Lua debugger.
Some available features:
* Break in next executed instruction
* Step in, over, out
* See & navigate stacktrace
* See local variables
Some missing features:
* Breakpoints
* Eval user expressions with local variables
The UX needs some improvement yet.
Added a new Events object with :on() and :off() methods to start or
stop listening to a specific event respectively. This also allows to
add several callbacks for the same event.
Replaced the temporal Site.onChange & Sprite.onChange implementations.
Related to several issues (enable more possibilities for): #138, #1403, #1949, #2965, #2980
This is the first commit with a simple tilemap editor. Still buggy but
functional in several ways. Several changes were made:
* NewLayer command can receive a tilemap=true to create a new tilemap
layer
* New ToggleTilesMode command added to switch between the palette and
the tileset in the ColorBar (the ColorBar was expanded to show
colors or tilesets with a generic AbstractPaletteViewAdapter)
* All commands to create new layers were moved to Layer >
New... submenu
* There are a new tileset chunk to save tilesets in .aseprite files,
and a new kind of cels to save tilemaps
* Added doc::LayerTilemap, doc::Tileset, etc. and several other types
to handle tilesets/tilemaps in the doc layer.
* Added doc::Grid class with grid specifications that indicates how a
tilemap <-> tileset must be drawn
* Added and expanded cel operations to work with tilemaps and
conversions between regular LayerImage cels <-> LayerTilemap cels
(e.g. copy cels in the timeline between layer types)