NeutrinoParticles Editor 2.0.11

22-08-2026 11:08:17

2.0.11 - 2026-08-22

  • Updating the editor no longer deletes your files. Until now an automatic update cleared the entire editor folder, so any effects or other files kept there were lost. The editor now records which files belong to it and removes only those — anything of yours in the folder, including effects saved next to the bundled samples, is left alone. Updating from an older version, which has no such record, still has to clear the folder, so the editor warns you first and lets you cancel. The bundled samples themselves are always replaced, so keep your own copies under different names.

  • New "Noise" value type in the Emitter Guide. Any 3D value slot (a color, a size, a position offset…) can now be driven by a 3D noise field, straight from the value's type menu — no scheme editing needed. The point the noise is sampled at is a full nested value (the particle position by default, so the noise reads as a coherent spatial field), and the value exposes the field's smoothness, animation speed and an output scale that can itself be randomized or animated.

  • The editor speaks your language. A Language setting in Editor Settings switches the interface between English and Simplified Chinese, and offers to restart to apply it. By default the editor follows your system language. The whole interface is translated — menus, dialogs, the block palette and scheme, the Emitter Guide, block properties, the graph editor and native buttons — and block tooltips keep the original English block name, so Chinese users can still follow English docs and tutorials. A Chinese font ships with the editor, so the interface reads correctly even on systems with no Chinese fonts installed. Your effects are unaffected: names, presets and exported code stay exactly as they were, and a project saved in one language opens identically in the other.

  • The interface font now looks the same on every platform. The editor's own font files had been stored damaged since they were added, so Qt quietly ignored them and each platform drew the UI with whatever system font it had — Tahoma on Windows, something else on macOS and Linux. The editor now ships and uses Roboto, so the interface reads the same everywhere.
  • Fixed a crash when the Emitter Guide panel refreshed while a Multi-Value expression field was still being edited — for example right after an undo or an external change to the effect.
  • Fixed a custom value silently getting renamed when the Emitter Guide panel refreshed while its name was still being edited — for example right after an undo or an external change to the effect. The half-typed name is now discarded instead of being written to the value.
  • Added a "Reverse Direction" button to the path editor toolbar. It flips the direction a path runs in while keeping its exact shape, including Bezier handles — only the direction arrows on the segments change.
  • Fixed a crash when switching from one GPU effect to another — for example, opening a sample effect right after creating a new one.
  • Fixed a crash when changing the dimension of a multi-row value whose row is a spatial type (Sphere, Circle, Area, Grid, Point Between Paths). These rows are locked to their 3D output, so the row menu no longer offers dimensions they cannot take.
  • The Emitter Scheme canvas is now darker than the panels around it, so the scheme no longer blends into the neighbouring windows.
  • Fixed a crash when opening an effect that contains a reflected (mirrored) emitter. While syncing the mirror, the editor re-decided which parameters it needed and deleted one it had just taken from the source emitter, which broke the link back to the emitter it mirrors. A mirror now takes its configuration from its source instead of recalculating it.
  • The editor no longer shuts itself down when it is merely busy. Crash reporting treated five seconds without a response from the interface as a freeze and closed the editor — long enough to catch an ordinary slow moment, such as a file dialog opening a folder on a network or cloud drive. That limit is now ten seconds, so a slow operation finishes instead of costing you the session.

2.0.10 - 2026-08-14

Version 2.0 is a major release. The preview, the timeline and the Emitter Guide have all been rebuilt, and the editor gained collisions, ribbons, per-particle spin and a lot more. Here is what is new since 1.4.

Preview and Timeline

  • One timeline for the whole scene. Every effect in a scene now plays together under a single shared playhead, each with its own coloured population curve, so you can see how they fill and fade against each other.
  • Effects can be animated along the timeline. Move and rotate an effect with its gizmo or the Position/Rotation fields and the preview records the motion, replaying it exactly on seek, loop and restart. A Record Effect Orientation toggle switches between full motion and a simpler steady mode.
  • Heavy effects play smoothly. GPU playback was rewritten to simulate ahead of the playhead: 100k+ particle effects hold a steady 30+ fps where they used to crawl. Effects too heavy for real time no longer freeze — the timeline slows down and keeps advancing, telling you it is catching up.
  • Loop borders. A movable loop border gives a clean fixed-length loop even for effects whose particles never disappear, and a Preview Start marker pins where playback begins. With Loop on you can also set how long the effect must stay empty before it restarts — useful for effects with a deliberate pause built in.
  • Timeline flags. Generator starts and ends, Preview End and a draggable Pre-sim marker are labelled with colour-coded flags that stack when they crowd together and double as grab handles. Time and frame appear right next to the cursor as you drag.
  • Live particle counts. The timeline shows the population under the playhead, and the Emitters window shows each emitter's count against its capacity, plus how much memory the effect needs at runtime.
  • Background media follows the timeline. Videos and image sequences rewind on seek and restart in step with the particles, and play back smoothly and far more cheaply than before.
  • Per-effect background colour, picked from a swatch in the preview toolbar and saved with the effect.
  • Renderer pill in the preview corner shows whether GPU or CPU is active and switches between them in one click.

Particles

  • Collisions. Particles can bounce off, slide along and settle on static surfaces. A new Collide block holds planes, spheres, boxes and capsules; give particles a radius and they collide as spheres rather than points. Bounciness and friction are carried per particle and combined with each surface's, so a rubber ball and a steel bead behave differently on the same floor. Collisions are available from the Emitter Guide as well as the scheme, and are supported when exporting to JavaScript and C# and in the GPU renderer.
  • Stripes. A new Geometry mode turns an emitter's particles into a continuous textured ribbon — smoke trails, energy beams, swooshes — with its own Size, Colour and Rotation.
  • Self Rotation. Each particle can carry its own spin, independent of how its quad faces the camera.
  • New Grid block. Place particles on an evenly spaced lattice — a wall of tiles, a formation of sparks, a field of debris. Give it columns, rows, width and height, and an input in the range 0–1 picks a node. Feed it a Random to scatter particles across the grid, or a curve to walk them node to node as they age. The grid is placed visually in the preview with corner handles and a gizmo, and is available straight from the Emitter Guide.
  • From Axes rotation drives both orientation axes with any 3D value — velocity, position, a graph, an expression or the camera direction.
  • Camera direction as a value type, letting colour, transparency, rotation, origin and texture frame respond to where each particle sits relative to the camera.
  • Positioner outputs — prev position, velocity, speed and direction — derived from how far the particle actually moved, whatever moved it.
  • Gen Burst Position gives a particle its place inside the burst it was born in, from 0 for the first to 1 for the last.

Emitter Guide

  • Attached Emitters can be added, targeted and configured without opening the Emitter Scheme. Reflected emitters can override their texture and origin per emitter.
  • Nested values. Any row of a combined value can become a combined value of its own, up to four levels deep, so a base size plus a randomized variation no longer means leaving the Guide for the scheme.
  • Arrange it the way you work. Sections can be reordered by dragging their coloured header, and their collapsed state is now a setting of the editor — shared across every emitter, effect and project, and kept across restarts.
  • Copy, paste and presets on every group and on single values. Presets are stored as ordinary files and can be organized into folders.
  • Emitter folders organize emitters into a nested hierarchy; top-to-bottom order drives render and export order.
  • Colour multipliers let you pick a colour in the normal 0–1 range then push it past 1 to drive HDR bloom glow.

Editing and navigation

  • Rebuilt path editing. A full 3D path editor, a Closed mode that joins the last point back to the first into a proper loop, always-visible Bezier handles selectable on equal footing with keys, and new keys that continue the path's existing style instead of always inserting a straight segment.
  • Painted Areas gained straight lines with Shift, the way other raster editors do it.
  • Modernized navigation — middle-mouse pan, cursor-anchored wheel zoom clamped so you cannot get lost, Ctrl+A / C / X / V / D, and Esc to cancel any drag.
  • Transform gizmos grab exactly where you see them across every mode, view angle and zoom.
  • Per-mode camera memory — Free and each planar view remember their own position, zoom and orientation.
  • A new grid sized to the project's base unit, with axis lines, in-world numeric labels and axis letters. It can sit behind the particles, in front of them, or be sorted by depth.
  • On-screen HUD with live world coordinates, a selection label and context-sensitive hints; F1 shows a keyboard cheatsheet for the current editor.
  • Lock Layout freezes the panel arrangement so a panel cannot be dragged or pulled out by accident.
  • Keyboard playbackSpace restarts and plays, B toggles play/pause, from anywhere in the editor.
  • Rotation properties are far easier to edit: fields keep what you type, angles stay in degrees, and a dropdown switches between Axis+Angle and Euler.
  • Manual generators can be edited directly on the timeline as amount-scaled bars you can drag, add, delete and rect-select.

Project and export

  • Export from the project tree. Folders show an Export button when anything inside still needs exporting, and the right-click menu gained Export and Re-export. Changing an exporter's settings now marks already-exported effects as needing export again.
  • Axes setup in Project Settings, with presets for PIXI, Unity, Blender, Unreal and 3ds Max and an interactive diagram. Existing projects migrate automatically.
  • Opening an older effect no longer marks it unsaved — the format upgrade happens in memory, and a Resave action rewrites it on demand.
  • Bloom can use either the Cocos Creator or Unity (URP) algorithm, with a setting for how far the glow spreads.
  • Editor Settings dialog collects application-level preferences in one place.
  • Scheme warnings. A Random block wired into a constructor input is flagged with an amber outline rather than silently producing a constant.

Look and feel

  • Refreshed modern dark theme, redesigned Welcome dialog with searchable recent projects, and redesigned notifications with a bell icon, a colour-tagged dot and a drop-down log.
  • Clearer value editing throughout: distinct icons per value type, named labels on settings-less values, section-header icons and a per-emitter capacity badge.
  • The preview draws a soft red border when the current effect has an error, and a SLOWDOWN pill when playback cannot keep up in real time.
  • Wireframe and visibility buttons draw particle outlines over the live preview and hide an emitter's particles while it keeps simulating.
  • Version-matched documentation — "Read more…" links open the docs for your editor version on a rebuilt docs site with a version picker.
  • Crash reports are fully symbolicated on Windows, macOS and Linux, and carry the effect you were working on.

Size

51.07 MB

SHA-256

542af991b4eb971ef00d9e7e95d7eec8e1610e8847247aa6b892891e6c3e1a00