Pascal
Changelog
·v1.5.0·4 min read

A new Studio, the first plugin, and lingo

#editor#studio#ai#plugins#open-source

Studio, the AI rendering side of the editor, got rebuilt from the prompt up. The editor itself learned to load plugins, and the first one ships with it. A small idea about typing measurements grew into its own open-source library. And there's a full documentation site now.

Studio, rebuilt

Studio turns snapshots of your scene into photorealistic images and video clips. The workspace around that got a ground-up overhaul.

The new Studio workspace with the prompt, model picker, and capture bar

The prompt is smart now. Phrases like golden hour or soft diffused are modifiers — click one and swap it for another mood, framing, or camera motion from a popover, or type through it and keep going. Paste a prompt and the values you pasted become tokens. The Enhance button rewrites a rough draft into a stronger prompt, and it polishes what you wrote instead of inventing settings you didn't ask for.

References got roles. A structure reference (usually your snapshot) locks the real layout, a style reference carries the look, and a composition reference guides framing. You can upload your own images, paste straight into a frame slot, and grab a still frame out of a video you generated to use as the start of the next one.

The model lineup grew, especially on video: Veo 3.1, Kling 3 (Standard and Pro), Seedance 2.0, Omni Flash, Grok Imagine, and Hailuo 02 joined, each with its strengths, speed, and price on the model card. Some models take quality or resolution tiers, and the cost math is shown before you commit.

Generations run on credits now. Every model has an honest per-image or per-second price, your free allowance tops back up daily, and purchased credits never expire and are only spent after the free ones run out. The Studio guide covers the whole flow.

The first plugin: a nature pack

The editor can load plugins, and the Nature pack is the first one — trees, flowers, and grasses, all procedural, each grown from a seed.

Trees and flowers from the Nature plugin

Open the Nature panel in the sidebar, pick an oak, a pine, an aspen, lavender, tulips, daisies, or a meadow patch, click the ground, and it plants. Everything sways in the wind. Select a tree afterwards and the inspector gives you height, seed, and a randomize button — the same right-panel treatment every built-in gets. Planted nature even survives baking: a shared scene shows static trees in any 3D viewer, and comes back to life — wind and all — wherever the plugin is loaded.

The pack matters beyond the trees: a plugin contributes its own sidebar panel, its own node types, and its own placement tools through the same contract the built-ins use, with no special cases in the editor. It's the tracer bullet for Pascal as a platform — smart-home devices, environments, and product catalogs can follow the same path.

lingo: type it the way you say it

Every measurement field in the editor used to want a bare number in the field's unit. Now you type 180cm, 5'11", 6 ft, or 45° into any of them and the value parses, converts, and commits correctly — with a live hint under your cursor showing what you're about to get. Typos get caught too: 5 meterz reads as 5 m with a warning, not garbage.

lingo parses natural-language quantities into typed, canonical values

The same parser guards the AI boundary. When the assistant or an MCP tool call says a wall is "6 in" thick, that now lands as exactly 6 inches instead of failing — models are far more reliable at saying a quantity than at emitting a canonical float, so tool calls got safer without any prompt engineering.

We built it as its own library because every form and every LLM tool has this problem, not just ours: @pascal-app/lingo — zero dependencies, MIT licensed, with quantities, dates, ranges, typo correction, and 40+ units. Docs, playground, and source at lingo.pascal.app.

The docs are live

Pascal has a real manual now at editor.pascal.app/docs: guides for everything from your first scene to baking and exporting — walls, roofs, materials, presets, the AI assistant, Studio, and Capture — with fresh screenshots throughout, plus a developers section for the open-source packages.

The new Pascal documentation site

Also in this release

Floor plans export to PDF — multi-page, one page per level. Snapping got an overhaul: rooms share walls cleanly, slab elevations are deterministic, and transfers land where the cursor is. Baked doors and windows carry their open animations into the GLB, so they work in shared scenes too. First-person walking speed was tuned down to something human. And the catalog's paint, presets, and capture flows all picked up polish along the way.

There's a new video on YouTube too: Paint & Customize Your Home in Pascal walks through the paint tools from the last release on a real project. Subscribe for the next one.

Thanks this release to @wass08 for the snapping overhaul and a deep floorplan performance pass.