Time (UTC)SourceWhat changedAddedEditedRemovedReference
13 Oct 2026
NewsA hint for wells, barrels and pits———Community
Community · published 13 Oct 2026, 16:01:08 UTC
A hint for wells, barrels and pits
Public release is still December 3. The headline in this build started as one tester's well that no combination of hints could light properly, so thank you to them, and to everyone sending reports. Wells, barrels and pits Looking into the mouth of a well, what you see is the far inside wall, facing back across the hole. Lit from the left, the left side of the hole falls into shade and the far r…
Normal maps for 2D sprites that keep their shape. Most tools read brightness as height, which fails on drawn art. This one solves for a surface that fits the silhouette, then lets you paint in what the picture cannot say. Exports for Unity, Godot, Unreal, and raw OpenGL or DirectX.
Make normal maps for pixel art and painted sprites, so they react to light in your game. Most generators read brightness as height, so a painted shadow becomes a dent. This one starts from the outline and line work, and you paint hints where it guesses wrong. Exports for Unity, Godot and Unreal.
NewsLive updates that keep up, and a prompt before unsaved work is lost———Community
Community · published 9 Oct 2026, 05:24:44 UTC
Live updates that keep up, and a prompt before unsaved work is lost
Public release is still December 3. Almost everything in this build came from sitting with a tester while they worked, so thank you to them, and to everyone sending reports. Live updates that keep up with a large sprite On a large sprite a solve can take a few seconds, and live updating used to switch itself off when one did. The picture then stopped answering just when you had opened the artwo…
NewsNormal map and lighting side by side, and the batch tool on the GPU———Community
Community · published 4 Oct 2026, 07:31:20 UTC
3 Oct 2026
NewsThree fixes, including a crash on Linux———Community
Community · published 3 Oct 2026, 09:23:16 UTC
Three fixes, including a crash on Linux
A small update: three fixes for problems in 1.5.0 and earlier, all from your reports. Thank you for sending them. Lights are picked up where they are drawn A light's handle is drawn in the middle of the pixel the light sits on, but a click was tested against that pixel's corner. On large artwork the difference was a fraction of a screen pixel. On pixel art zoomed in, the spot that picked a ligh…
NewsSeamless tile sheets and batch processing———Community
Community · published 28 Sep 2026, 04:23:40 UTC
Seamless tile sheets and batch processing
Public release is still December. This build solves a tile sheet the way a tilemap uses it, and it puts the batch tool in the Steam install, so a whole folder of sprites can take the look you tuned on one. Tile sheets without seams A tile sheet is not a picture. Unity cuts it into cells and places each one beside cells it never touched in the sheet. Solved as one picture, a tile was smoothed in…
Public release is still December. Fold angle now sets the rim of a painted dome or dish, and a solve that loses the graphics card finishes on the CPU instead of stopping. How steep is a painted dome? Fill a convex or concave hint out to the edge of the shape. Fold angle is how steep that rim stands. Outline blur rounds the fill before the rim is taken, so the lip follows a smoother curve. In fr…
NewsLayers, extra maps, and a recoverable session———Community
16 Sep 2026
PICSStore tags changed—~7—#38,945,156
Recorded change · 16 Sep 2026, 23:16:24 UTC
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Store tagcommon.store_tags.1
Utilities87
Animation & Modeling872
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Indie492
Game Development13906
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Store tagcommon.store_tags.3
Animation & Modeling872
Utilities87
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2D3871
10 Sep 2026
PICS2 keys+2——#38,751,059
Recorded change · 10 Sep 2026, 06:07:31 UTC
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appid
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Showing 22 of 22 events·All events loaded
Normal map and lighting side by side, and the batch tool on the GPU
Public release is still December. This post covers two builds: 1.6.0 rebuilt Split and started a native Linux build, and 1.6.1 puts the batch tool on the graphics card and gives the Linux editor one to solve on. Split, side by side Split used to be one picture divided by a line you could move, with the normal map on one side of it and the lit result on the other. Now it is two panes: the normal…
Public release is still December. This build lets a part stand partly in front of what it crosses: a limb, a strap or a sleeve that is in front along most of its length and joins the body at one end. In front, at any strength In front used to be all or nothing. A part was wholly in front of what it crossed, or it was not in front at all. Now how strongly you paint it is how far in front it stan…
Public release is still December. Testers have a new Steam beta. Unity 2D Sprite-Lit has no specular map and no AO map. It has a Mask Map. What the file is When the export target is Unity, ticking Specular or Ambient occlusion writes one _mask.png beside the normal map, not two grayscale files. · Red is specular. Point additive lights at Mask (R). · Green is ambient occlusion. Point multiply li…
Public release is still December. Testers have a Steam beta of the current editor. This is what that build contains. Layers and scenes A prop standing in front of a character is two objects, not one silhouette. Solving them together asks the tool to invent a relationship the artwork never had. · Import sprites as layers. File > Import > Sprites as layers. Each layer has its own artwork, its own…