
Today's update focuses on improving the painting workflow, making brush behavior more reliable while preventing accidental drawing over interface elements.
The brush system has been optimized to reuse generated blurred brushes instead of recreating them every frame. This significantly reduces unnecessary processing while keeping all existing brush functionality intact.
The following features continue to work together correctly:
Brush rotation
Horizontal and vertical flipping
Brush scaling
HSV colorization
Alpha transparency
Blur brushes
This results in smoother painting performance, especially when using larger blurred brushes.
Several internal changes were made to improve the stability of the painting pipeline, including:
Better brush sprite management.
Improved cached brush handling.
Cleaner canvas input validation.
More reliable mouse interaction between the canvas and UI.
General code cleanup for future feature additions and maintenance.
These changes lay the groundwork for additional painting features while making everyday drawing more responsive and reliable.
The old Blur Brush has been completely replaced with a brand-new blur engine built from the ground up.
The new blur system produces much smoother, cleaner, and more natural-looking results while preserving transparency far better than before. Instead of simply smearing pixels together, the new brush creates softer blends with improved color handling, making it ideal for shading, lighting, anti-aliasing, and subtle texture work.
✨ Completely replaced the old Blur Brush.
🎨 Smoother and more natural color blending.
🌈 Better handling of transparency and alpha values.
🖌️ Higher-quality blur that produces cleaner gradients.
⚡ Improved processing for a more reliable painting experience.
Whether you're softening edges, blending colors, or creating atmospheric effects, the new Blur Brush offers a significant upgrade in both quality and consistency. Give it a try and let us know what you create!
Today's update focuses on fixing a couple of issues that improve both accuracy and editing workflow in Shadowforge.
A positional issue when stamping sprites in Tiled Mode has been resolved. Sprites now stamp in the correct location, making tiled workflows much more reliable and predictable.
Undo and Redo functionality has now been added to specific shader-based tools found in the left-side Tool Menu. This means that using supported shader effects is now integrated into Shadowforge's editing history, making it much easier to experiment with effects without worrying about losing your previous work.