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Baixar xLights 2026.14 per a Windows

xLights is a free and open source program that enables you to design, create and play amazing lighting displays through the use of DMX controllers, E1.31 Ethernet controllers and more.

Aquesta és una versió anterior. La versió actual és la 2026.19. xLights 2026.19 · Data de publicació:

Fitxers d’instal·lació 2026.14

ArquitecturaTipusÀmbitMida del fitxerBaixaSHA256
64 bits EXE (Inno Setup) · en-US Tots els usuaris — github.com VirusTotal

L’enllaç i l’SHA256 provenen del manifest comunitari del Gestor de paquets del Windows. Convé comparar el hash del fitxer baixat abans d’executar-lo.

Notes de la versió

2026.14 — July 14, 2026
Enhancements
- scott — Controller layout printing: right-click "Print..." now opens a resizable print preview dialog (adjustable box size, fit-to-page) before printing, replacing the old direct-to-printer menu entry
- cybercop23 — Moved the Controllers tab into the Layout tab and split Models and Groups into their own tabs, matching the iPad; added a controller port/model selector showing what is selected in the layout, plus right-click FPP Connect for a single controller
- cybercop23 — Show and base show folder settings moved to a Directories dialog opened from the Layout tab; controller list columns can be shown/hidden from the header
- cybercop23 — Directories dialog: buttons to pick a directory and to open it in Finder/Explorer; double-clicking a model opens the unified model definitions panel
- cybercop23 — Key bindings are now stored in both the show folder and the platform app-data folder, kept in sync on every save, backup and restore; a new Preferences > Other > "Use keybindings from" option picks which copy is authoritative (default Show Folder)
- cybercop23 — Faces, States and SubModels editors combined into one tabbed dialog with a shared model preview, reachable from the Layout menu and the property grid
- cybercop23 — Show folders skip the automatic base-show-folder merge (controllers, models, view objects) when the base folder has not changed since the last saved sync
- scott — Layout tab: shows a "Loading show..." message while a large show folder loads, and no longer re-resolves the FPP proxy address on every redraw
- scott — Layout tab: added a button to open the show folder
- nick — New Preferences > Toolbars page: choose which effects appear in the always-visible Effects toolbar and reorder them, handy once the toolbar no longer fits smaller screens; right-click the toolbar to jump there, and "Reset to Defaults" restores every effect in the default order
- nick — Media panel: "Bulk Find" now offers to redirect a whole set of already-working media files to a new folder (e.g. a show copied to a new year), not just to fix missing ones
- heffneil — Added live filter boxes to the Import Previews and Models tree, the vendor model download catalog, and the Choose Model(s) dialog, which also now shows the model being copied from
- heffneil — Model Sets: right-click Align and Distribute now move the whole Set rigidly instead of pulling the clicked model out of its arrangement; a Set containing a locked model is skipped with a message
- AGFazio — 3D Layout: Shift + scroll wheel, or a two-finger touchpad drag, pans the view on every platform (#6699)
- dkulp — Sequence-level face definitions: a new Faces tab in Sequence Settings defines matrix (image) faces stored in the .xsq and usable by any matrix/group/submodel in that sequence, so a face need not be duplicated on every model; images embed via the Media tab, and Package Sequence, Import Effects and Check Sequence handle them
- dkulp — Import Effects: new "Import matrix face definitions into the sequence" option (on by default) stores imported models' Matrix faces in the sequence with images embedded, instead of adding them to your layout
- derwin12 — Moving Head: new warmup "Link" tab can snap an effect's end Pan/Tilt to the next Moving Head effect's start
- dkulp — FPP Connect: preserve the per-controller UDP pacing/bandwidth caps already configured on FPP10 instead of wiping them when regenerating the universe outputs file; a new optional controller cap applies the rate under full xLights control and otherwise seeds it as a default (WLED and ESPixelStick ESP8266/ESP32 default to 30 Mbps)
- MartinMueller — ESPixelStick: added the Octa2Go and several other ESP32 variants, TLS3001 protocol support on the V4 variants, and corrected the maximum pixel-port channel counts
- dkulp — Preferences: the "Automation" port is now labelled the "API" port, and the port numbers are shown
- dkulp — Stem separation: Cancel now stops the run at the next chunk instead of waiting for the whole track (all backends)
- dkulp — Read .fseq files with a parallel block decompressor when the whole sequence is being loaded (FPP/HinksPix upload, convert, fseqcmp): ~10x faster on a multi-core machine, and faster even on one core
- dkulp — Batch render and -r no longer read the existing fseq they are about to overwrite, speeding up sequence open (canvas mode still loads it)
- dkulp — Render: group rows, large single-model rows (matrices, megatrees) and rows carrying submodel/strand effects now render several frames concurrently when the effects on them are frame-independent, cutting whole-show render time (~5% on a typical show) with byte-identical output; XL_NO_PARALLEL_FRAMES=1 forces the serial path
- dkulp — Render: Twinkle, Circles, Candle, Lines, Curtain and 16 VU Meter modes can now render frames concurrently, and GPU-accelerated Candle, Circles, Twinkle, Wave and Meteors keep their Metal/Vulkan acceleration inside those windows instead of falling back to the CPU
- dkulp — Render: edit-triggered renders now jump ahead of a running Render All, so the grid and preview update promptly
- dkulp — Render: the per-node output copy is now serial instead of fanning out to the job pool - the dispatch cost far exceeded the few bytes copied and slowed the effect rendering beside it; cut the output stage ~76% and total render CPU ~30%
- dkulp — Render: reuse cached transition-mask and sparkle GPU buffers across frames instead of reallocating them on every blend (the biggest single GPU win)
- dkulp — Fire effect renders about 3x faster with byte-identical output: the flame grid stops once the flame has died out, and the Hue Shift conversion runs once per frame into a palette instead of once per pixel
- dkulp — Meteors: particles are bucketed by buffer line instead of testing every meteor against every pixel (CPU, Metal and Vulkan); large-matrix Meteors is dramatically faster
- dkulp — Kaleidoscope: Triangle and Square styles render many times faster (2-5x faster total render time on sequences using them)
- dkulp — Pictures: much faster when the image is larger than the model (no-scaling mode with big photos)
- dkulp — Ripple: faster circle drawing
- dkulp — Render: effect settings and value curves are parsed once per effect instead of every frame
- dkulp — Render: further per-frame savings - parallel Per Model group merge/unmerge, cached sub-buffer node mapping for animated sub-buffers, a flat blend dispatch table, no dimming-curve lookup on models without one, hoisted value-curve evaluation out of the canvas gap-fill loop, and a reused scratch buffer for CPU rotate/zoom and small blurs
- dkulp — GPU render (Metal and Vulkan): the render cache no longer forces a GPU->CPU readback right after a GPU effect renders, so effect+blur+rotozoom+blend stay in one command queue; cheap-to-recompute GPU effects skip the cache and slow CPU effects still use it. Output is unchanged
- dkulp — GPU render (Metal and Vulkan): the small/narrow box blur now runs on the GPU, bit-identical to the CPU path, when the layer already rendered there
- dkulp — GPU render (Metal and Vulkan): props with a large buffer but few nodes now blend on the GPU when most of their layers already have GPU work queued, instead of waiting on each layer; the win is on discrete GPUs, and those props' output shifts by the usual GPU float rounding
- dkulp — Vulkan: a compute buffer grown mid-frame is retired to a deferred-free list and released once its command buffer completes, instead of stalling the pipeline (matches Metal)
- dkulp — macOS: video files are now decoded at the size they are actually rendered at instead of full native resolution, cutting peak video render memory 25-35% (a video-heavy sequence dropped from ~16GB to ~12GB) and often rendering a little faster
- dkulp — Render: fixed parallel_for's worker-completion wait (it busy-spun on one path and polled around a lost-wakeup race on the other)
- dkulp — Render: XL_RENDER_PROFILE=1 dumps per-model/per-effect render, blend, output, GPU-wait and upstream-wait timings at the end of each render batch
- dkulp — --fseqcmp: XL_FSEQCMP_RANGE picks the frame window for the per-channel dump, XL_FSEQCMP_PNG= writes an A|B|amplified-diff PNG strip per frame, and XL_FSEQCMP_FRAMES=1 reports which frame ranges differ
Bug Fixes
- cybercop23 — Fix 15 effects (Bars, Shockwave, ColorWash, Spirals, Circles, Candle, Fan, Garlands, Kaleidoscope, Life, Meteors, Shimmer, Tree, Twinkle, Wave) producing no output on DMX models such as floodlights and moving heads; the SIMD render path wrote raw pixel data instead of going through SetPixel(), which is what spreads a colour across a fixture's channels (#6719)
- dkulp — Shockwave: pixels on large GPU-rendered matrices now match small models exactly (the Metal/Vulkan kernels rounded the ring edge differently than the CPU path)
- dkulp — Fix Shader effect rendering vertically flipped on Vulkan (Linux and Windows; Canvas/warp shaders over other layers appeared upside down)
- dkulp — Vulkan: ISF/GLSL shaders that define their own copy of a GLSL built-in (sinh/cosh/tanh) no longer fail to translate and render solid yellow
- dkulp — Shader effect ignored the GPU rendering preference and still built GPU pipelines with it turned off; turning it off now really keeps the effect on the CPU/OpenGL path
- derwin12 — Vulkan Shader effect: fix a startup race that let one render thread use the shared sampler/dummy image before another had finished creating them
- dkulp — Vulkan Shader effect: check the allocation results that were being ignored, so an out-of-resources driver falls back instead of crashing
- dkulp — Vulkan: GPU-built transition masks (e.g. Wipe) are now bound directly to the blend as Metal already does, instead of being copied from the still-in-flight GPU buffer; that race rendered masked transitions nondeterministically (a wipe edge landing a row or two off)

https://github.com/xLightsSequencer/xLights/releases/tag/2026.14

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