v1.38.0
ysharma3501/LuxTTSv1.38.0Sep 21, 2026by github-actions[bot]
Upgrading?
AI Summary
Introduces an Anchor node for routing patch wires, adds eleven new trama nodes and sources, and improves UI hitboxes for wires while adding OSC control for overlay visibility.
Key Highlights
- Anchor node for routing around nodes in patches
- Eleven new trama nodes (Levels, Blur, Mirror, etc.)
- New Gradient and Solid sources
- OSC control to set overlay visibility state
New Features
- Anchor node utility
- Levels, Blur, Mirror, Kaleidoscope, Pixelate, Chromatic Aberration, Scanlines, Edge, Palette Map nodes
- Gradient and Solid sources
- Improved wire hitboxes (4px width, hover effects)
- Wiki documentation with picture-first approach
Full Release Notes
### Added - **trama Anchor node, for routing.** Right-click → Utility → Anchor drops a bend in a wire so a patch can route around a node instead of crossing it. It draws as a small bead on the wire, passes its input straight through, costs no render target, and is left out of the layer row's node count — tidying a patch shouldn't make the layer look busier. - **Eleven new trama nodes.** Levels, Blur, Mirror, Kaleidoscope, Pixelate, Chromatic Aberration, Scanlines, Edge and Palette Map, plus two new sources, Gradient and Solid. Every Float on them modulates like the rest, and with the Key node below the library holds sixteen. - **`cargo xtask new-effect <id>` scaffolds a trama node.** Writes a file that already compiles and already does something visible, with `--inputs 2` and `--source` for the other two shapes. The app picks up a newly created file without a restart, so a new node is in the palette by the time you switch windows. - **trama Key node: dark becomes transparent.** A particle layer's "black" is a faint haze, so placing one over another layer left a visible rectangle whatever blend mode you picked. Wire `Layer input → Key → Output` and the box is gone; `invert` keys out the bright end instead, which makes the node a matte. - **`/fosfora/overlay/visible` sets the UI shown or hidden over OSC.** The existing `toggle_overlay` trigger only flips it, so a show controller or capture script could never be sure which state it left the panels in. ### Changed - **Layer input moved from Utility to Sources in the trama add-node menu.** It takes no input and hands the chain a picture, which is what a source is, and it's the first thing a new chain needs. - **trama canvas wires are easier to hit.** Wires were drawn barely a pixel wide, which also set how close the pointer had to come to grab one; they are now 4px and thicken on hover, right-click removes a hovered wire and the canvas says so, and pins catch a dropped wire from twice as far without the dots growing. The old on-wire "×" button is gone. ### Docs - **A picture-first [wiki](https://github.com/kevinraymond/fosfora/wiki).** A tour of what Fosfora looks like and how to get there, in clips rather than prose, opening on trama node chains. The tutorial recipes and the gallery gained clips too; the written manual stays in `docs/`. ### Fixed - **Shards could blow the whole frame out to white.** Its `edge_glow` slider reads 0–1, but a binding or oscillator can drive a parameter past the range the slider shows, and anything below zero sent the edge term to infinity. ## Downloads | Platform | File | Notes | |----------|------|-------| | **macOS** | `.dmg` | Universal binary (Apple Silicon + Intel) | | **Linux x86_64** | `.tar.gz` | glibc 2.35+ (Ubuntu 22.04+, Debian 12+) | | **Windows x64** | `.zip` | Windows 10+ | ## Getting started **macOS**: Open the DMG, drag Fosfora.app to Applications (or run directly). Signed and notarized. **Linux / Windows**: Extract, run `fosfora` from the extracted directory. The `assets/` folder must be next to the binary. ## Requirements - **GPU**: Vulkan (Linux/Windows) or Metal (macOS) - **Audio**: Built-in mic or line-in for audio-reactive visuals - **NDI®** (optional): [NDI® SDK runtime](https://ndi.video) for network video output - **Video playback** (optional): `ffmpeg` on PATH for media layers --- NDI® is a registered trademark of Vizrt NDI AB.
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