Pascal
Changelog
·v1.6.0·2 min read

Shape the ground, then build on it

#editor#terrain#community#open-source

Pascal can finally shape the site itself. This release adds a complete terrain workflow, makes vertical construction much more deliberate, and gives the community side of the product a substantial update.

Sculpt the site

Open Terrain from the Site tools, then raise, lower, flatten, or smooth the ground with a persistent brush. Its footprint and center height stay visible as you work, the local grid follows the surface without drawing through the building, and each brush has a light continuous sound that stops with the stroke.

The important part happens around the brush: supported columns, items, stairs, fences, walls, and terrain-filled slabs update while the mouse is still down. A stroke remains one compact undo step, so live feedback does not turn the scene graph or its history into thousands of intermediate edits.

Build at the elevation you intended

Wall and slab drafting now capture the first point's plane and keep the rest of the throw on it. Aim at bare terrain, the top of a slab, a wall, a column, or another eligible surface and the placement preview and committed geometry agree.

Walls keep their authored height when their base moves. Slab thickness grows from a stable base instead of shifting the whole floor unexpectedly. Dedicated elevation handles and subtle vertical guides make those anchors editable afterwards. If a wall or slab needs to meet uneven terrain below, Fill to terrain adds the foundation without stretching its designed height or thickness.

Closing a raised room also carries that elevation into its generated floor and ceiling. Stairs and other parametric structures now use the same stacked-support rules as ordinary items, including the choice between a slab top and the surface beneath it.

A more useful community

The community hub now treats projects, renders, and reusable items as one connected publishing flow. Project cards can show live content previews, render galleries are easier to browse and share, likes use one consistent interaction, and profiles give creators a clearer home for their work.

Publishing and featuring controls were rebuilt behind the scenes too, including better thumbnails and production bake capacity, so public work is more reliable from the first preview through the shared scene.

Also in this release

Realtime collaboration gained shared cursors and smoother presence feedback. Measurement, group manipulation, floor-plan navigation, textured GLB export, and first-person rendering all received substantial reliability passes. The compass once again aligns north correctly in 3D, and site boundary flags remain available when the scene first opens and while terrain is active.

The editor packages behind these features are available as the Pascal Editor 1.0 beta. The public release notes cover the open-source architecture and npm packages; this changelog focuses on what changed in the hosted Pascal experience.

Thanks to @wass08 for the vertical-model, floor-plan, rendering, and community work; @sudhir9297 for floor-plan and structural-editor improvements; @anton-pascal for community and runtime hardening; and every contributor credited in the public 1.0 beta release.