# Pascal Editor changelog > What changed in Pascal Editor, newest first. RSS: https://editor.pascal.app/changelog/feed.xml - [Check furniture fit with your agent](https://editor.pascal.app/changelog/2026-09-09-agent-skills) (2026-09-09): Two public skills for Claude Code and Codex, a project-to-agent handoff, and a practical furniture-fit guide with a measured example. - [Bones, mesh scanning, and block modeling](https://editor.pascal.app/changelog/2026-08-26-bones-capture-layers-and-blocks) (2026-08-26): Bones derives framing, foundation, electrical, plumbing, and HVAC from your model. Pascal Capture builds a colored surface mesh while you scan. And blocks add Blender-style mesh editing to the Build panel. - [Mint, roads, Pascal CLI, and agent accounts](https://editor.pascal.app/changelog/2026-08-11-plugins-cli-and-agent-accounts) (2026-08-11): Mint's plugin and Streetscape join the editor, the Pascal CLI runs the editor and MCP locally, and agents can register or join a team with an account of their own. - [Build it together](https://editor.pascal.app/changelog/2026-08-03-teams-and-live-collaboration) (2026-08-03): A project can now belong to a team, and everyone on that team can edit it at the same time: cursors, cameras, and a shared AI chat. Material Studio turns a prompt or a photo into a paintable material, and floor plans gained a full construction-documentation mode. - [Shape the ground, then build on it](https://editor.pascal.app/changelog/2026-07-30-terrain-and-community) (2026-07-30): Raise, lower, flatten, and smooth terrain while walls, slabs, stairs, fences, and placed objects follow live. The community hub now brings projects, renders, items, profiles, likes, and sharing into one clearer flow. - [A new Studio, the first plugin, and lingo](https://editor.pascal.app/changelog/2026-07-08-studio-plugins-and-lingo) (2026-07-08): Studio rebuilt: clickable prompt modifiers, reference roles, six new video models, and daily free credits. The first editor plugin plants procedural trees and flowers. And lingo — a new open-source library — lets you type 180cm or 5'11" into any field. - [Textures, first person, and MEP](https://editor.pascal.app/changelog/2026-06-21-color-first-person-and-mep) (2026-06-21): Three big additions: a material catalog you paint onto any surface, a first-person walkthrough where doors and elevators actually work, and MEP — ductwork, plumbing, and refrigerant runs that live in the same scene graph as everything else. - [Presets, rooms, and templates](https://editor.pascal.app/changelog/2026-06-09-presets-rooms-and-templates) (2026-06-09): This release is about reuse: capture anything you build as a preset, turn scans into room templates, and place it all back with much better manipulation tools. The editor also makes sound now. - [3D generation and vibe editing](https://editor.pascal.app/changelog/2026-05-05-3d-generation-and-vibe-editing) (2026-05-05): This release makes Pascal easier to drive from AI agents, adds image-to-3D item generation with SAM3D, expands design flexibility across the editor, and marks 15,000 GitHub stars. - [The editor has evolved](https://editor.pascal.app/changelog/2026-04-14-editor-evolution) (2026-04-14): Three weeks since launch. We shipped AI-powered layout generation, a photorealistic rendering tab, and a batch of tools that were missing from v1. Also: 10k GitHub stars. - [A 3D editor built for humans and agents](https://editor.pascal.app/changelog/2026-04-09-editor-launch) (2026-04-09): Most 3D editors render geometry. Ours knows what it's looking at. The Pascal Editor is built on a semantic scene graph — a structured representation that makes buildings readable by people and AI agents.