Made costumes work again !build

This commit is contained in:
2025-07-22 05:42:26 +10:00
parent e8620611df
commit 722fed9b94
6 changed files with 169 additions and 13 deletions

View File

@@ -477,9 +477,9 @@ func _on_load_dialog_file_selected(path):
if data[item].has("costumeLayers"):
sprite.costumeLayers = str_to_var(data[item]["costumeLayers"]).duplicate()
if sprite.costumeLayers.size() < 8:
for i in range(5):
sprite.costumeLayers.append(1)
# Ensure we have exactly 10 costume layers
while sprite.costumeLayers.size() < 10:
sprite.costumeLayers.append(1)
if data[item].has("stretchAmount"):
sprite.stretchAmount = data[item]["stretchAmount"]
@@ -718,9 +718,11 @@ func changeCostumeStreamDeck(id: String):
"9":changeCostume(9)
"10":changeCostume(10)
func changeCostume(newCostume):
func changeCostume(newCostume, preserve_selection: bool = false):
costume = newCostume
Global.heldSprite = null
# Only clear heldSprite for actual costume changes, not layer updates
if not preserve_selection:
Global.heldSprite = null
var nodes = get_tree().get_nodes_in_group("saved")
for sprite in nodes:
if sprite.costumeLayers[newCostume-1] == 1:
@@ -743,7 +745,7 @@ func moveSpriteMenu(delta):
var size = get_viewport().get_visible_rect().size
var windowLength = 1800
var windowLength = 2000
$ViewerArrows/Arrows.position.y = size.y - 25