Pascal stops being single-player in this release. A project can belong to a team, and everyone on that team can edit it at the same time. Materials and floor plans changed too.
Organizations
An organization is a shared workspace. Projects created in it belong to the team rather than to the person who made them, and every member can open and edit them. Your personal workspace stays where it was; the switcher at the top of the sidebar moves between the two.
Invite people as Member or Admin. The invitation arrives by email and also shows up in their own workspace switcher. Owners and admins manage the organization profile, its membership, and project settings, and deleting the organization stays with the owner. You can move a project between workspaces from its settings.
The Files page pools assets uploaded across every project in the organization, so a team shares one library. Credits are shared too: each member spends their personal free allowance first, then draws from the organization's balance.
Live collaboration
Organization projects are multiplayer. Open one while a teammate has it open and you see each other immediately: cursors on the 2D plan, selections outlined in each person's color, and every collaborator's camera as they move around the model. Clicking an avatar follows that person's view, and moving your own camera releases it.
There is no locking and no turn-taking. While someone draws a wall or places an item, everyone else sees a live ghost preview before it commits, then a brief highlight in that person's color where it lands. Undo remains personal, so Cmd/Ctrl + Z never reaches a teammate's work, and edits made during a dropped connection stay on screen and are retried on reconnect.
The AI assistant is shared as well: one thread per project, with replies streaming live to everyone. Live co-editing covers the core building and furnishing workflow, and the remaining operations are still being brought across.
Material Studio
When the material catalog does not have the surface you need, Material Studio generates it. A text description, a reference photo, or a texture you already own becomes a seamless PBR material, with the full set of maps behind it, ready to paint onto any wall, floor, ceiling, or item.
Three models cover the different starting points: Patina Material works from a prompt alone, Patina Extract pulls a material out of a reference photograph guided by the surface you describe, and Patina Maps builds the full map set around a flat texture. Results are square and tileable, and a failed run refunds its credits.
Generated materials belong to your account rather than to one project, so they appear in the paint catalog in every project you open. Each can stay private or be published to the community, and every map can be exported for use outside Pascal.
Default and Expert floor plans
The 2D plan now has two modes. Default keeps the drawing clean: room labels, with dimensions appearing on selection. Expert turns on the full construction set: automatic dimension strings, door and window marks, structural grids and column centers, and stair annotations, each with its own visibility toggle.
Expert also unlocks the tools that only make sense in a documented drawing, structural grids and manual construction dimensions, and lets you choose the datum wall dimensions measure to: finished faces, wall centerline, or face of stud. The mode is remembered per project, and per-level PDF export follows it. Switching back to Default hides Expert annotations rather than deleting them.