NeutrinoParticles Editor 2.0.19: Texture Atlases, Winds and Curl Turbulence
NeutrinoParticles Editor 2.0.19 is out, for Windows, Linux and macOS.
Texture atlases, rotated sprites included
Video tutorial: Texture Frames (narrated in Ukrainian, with an English voice-over track and English subtitles).
Until now a texture could only be used whole or cut into an even grid, so a sprite sheet from a packing tool — irregular cells, some sprites stored turned on their side — could not be used as it was. The Emitter Guide's Texture section now has a Frames mode: a list of frames, each a rectangle anywhere on the texture and turned at any angle, and the particle's frame index picks which one it shows.
Edit Frames... opens the frame editor. Draw and drag frames over the texture, rotate and resize them with handles or type exact pixel values, or cut the whole sheet into equal cells with Slice Grid... — numbered in the same order as the Grid mode, so switching over keeps your animation. A frame's content can be turned or mirrored without moving the frame, which is the fix for a sprite the packer stored rotated. Changes show in the effect's preview as you work, Cancel puts everything back, and OK lands the whole session as a single undoable step.
TexturePacker atlases can be linked directly: pick the atlas .json in the new Atlas field and the frames — rotated and trimmed sprites included — come straight from the file. The effect then follows the file: repack the atlas and the frames update within a second, each sprite keeping its index by name, so an animation does not scramble. A broken or half-written file is reported and changes nothing. If you would rather not follow the file, Import Once takes the frames as they are, and Convert to Manual stops following it while keeping them.
Winds, and a new kind of turbulence: Curl
Video tutorial: Curl Turbulence (narrated in Ukrainian, with an English voice-over track and English subtitles).
The Movement → Forces section now holds two lists. Next to forces, which push particles directly, there are winds: a wind is a flow of the air itself, and particles are dragged along with it rather than pushed. Add one with Add Wind... — Directed, Curl or Turbulence. Effects made before this version keep their movement exactly as it was.
Curl is a new turbulence, available both as a wind and as a force. Unlike the classic turbulence it has no spots that suck particles in or push them out, so particles swirl and flow around each other instead of bunching up — the look of smoke, water or a gust through leaves. All four of its settings — Strength, Wavelength, Animation speed and Space offset — can be random, follow a curve or be combined like any other value. Curl is also a value type: any 3D value, such as a color, an offset or a velocity, can sample the field, and in the scheme it is the Curl Noise block.
Each Curl source has a Variant from 0 to 47 that swaps and flips the axes of the field, so two sources in one effect no longer have to move alike, and trying another look is one drag of a slider. Show visualizer draws the field in the 3D preview as streamlines that drift with the flow while the preview plays.
Curl exports to JavaScript v1.1 and C# v1.2 and runs in the GPU preview. Each integration's documentation shows how to set up the field in your game. The classic turbulence is now marked as legacy: effects that use it keep working exactly as before, but for new effects use Curl.
Points: particles exactly where you put them
Video tutorial: Points Value (narrated in Ukrainian, with an English voice-over track and English subtitles).
Pick Points as the type of a 3D value — most usefully Starting Position — or add the Points block to the scheme, and place the points in the Preview window with the path editor. Each particle is born at one of the points, never between them: lamps around a sign, sparks at the tips of a star, studs placed by eye. Feed it from Emitter Time to light the points one after another, or use a burst with one particle per point. Points is supported by JavaScript v1.1, C# v1.2 and GPU export, up to 1024 points per block.
Smoother editing
The path editor now shows how many keys a path has and how many are selected — handy when the same number has to go into a burst size. Switching Show visualizer on a block no longer restarts a playing preview, long paths no longer slow the preview down while you are not editing them, and a picture or video placed in the preview scene no longer hides block visualizers at the same depth.
AI agents connected through the editor's MCP server now see the editor's notifications, so an agent no longer reports that something “failed silently” when the editor had in fact said why. If a second agent connects while the first is still working, the editor warns that they may overwrite each other's changes.
Closing a project no longer occasionally closes the editor when a file in the project folder changes at that moment — for example when a sync client such as OneDrive touches it.
Getting it
2.0.19 is on the downloads page, and the editor will offer it to you automatically. The full release notes list everything.
If something looks wrong, tell us — crash reports include the effect you were working on, which makes them far more useful.
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