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v1.13.0

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@github-actions github-actions released this 22 Jul 20:13
· 265 commits to main since this release

Changed

  • Documentation moved into docs/, README rewritten for players — the four reference documents now live in docs/, joined by a new docs/GALLERY.md and docs/CREDITS.md. The README leads with a hero clip and a download link instead of an architecture table, and hands off depth to docs/.

  • Effect catalogue corrected: 24 → 38 browsable effects — the docs had never listed Beam, Cleave, Frost, Polycephalum, Splat, Strata, Tide, Vessel or the eight Lattice rules. docs/GALLERY.md is now generated from the shipped .pfx files, with a check mode that fails if the docs and the effects disagree.

  • Stale docs fixedSECURITY.md listed 1.8.x as the supported release, CONTRIBUTING.md asked for Rust 1.85+ against a 1.97 toolchain, TUTORIALS.md pointed the + New button at the wrong effects directory (it writes to assets/effects/ beside the app), and bridges/README.md was still entirely pre-rename.

  • README and gallery media regenerated — a new hero montage and a clip of every one of the 38 effects, replacing a five-month-old teaser and a UI screenshot that existed only as a remote URL, so it broke in the release tarball.

  • Release notes rewritten for v1.9.0–v1.12.0 — those four sections had grown into design documents, averaging 1,400 characters per entry against v1.8.0's 238, and the published GitHub release pages with them. They are now one to three sentences per entry covering what changed for you and what might break; implementation detail and internal issue numbers live in the commit history. CLAUDE.md records the rule.

  • README shows what the app does past the defaults — a second row of clips under the effect grid: water parting around a silhouette, four blended layers, a photoscanned 3D capture shattering on the drop, custom bindings driving three parameters from the drums, the harmony and the drop, your own image scattered into particles and sprung back, and a scene cue dissolve. The presets behind them ship in scripts/capture/demos/, so you can load them and take them apart.

  • Obstacles, Volumetric and the binding matrix now have tutorials — three features the README advertises had no documentation at all. Each has a section covering the controls, the OSC addresses, and the part that decides whether it looks right.

Fixed

  • Both built-in presets had a dead layer — Crucible and Spectral Eye each pointed a layer at "Swarm", an effect removed several releases ago, so that layer silently kept whatever effect the previous preset had left there and wore the new preset's opacity and blend. The same file rendered differently depending on what you loaded before it. Both now use Array, and a preset that names a missing effect disables that layer instead of showing the wrong one.
  • The "Audio Reactive" and "Beat Sync" templates mostly did nothing — they targeted warp_intensity, color_shift and rotation, which exist on one effect each out of 38, so Audio Reactive created four bindings of which three were dead and Beat Sync created two that were both dead, on almost anything you applied them to. They now pick each effect's own equivalent parameter. Template bindings also survive changing the selected layer, which previously killed them.
  • Four of the seven transform curves were doing nothingease_in_quad, ease_out_quad, ease_in_cubic and ease_out_cubic were offered in the curve picker but not implemented, so choosing one left the value unchanged. They now work, and linear, log and exp — implemented all along but never offered — are selectable.

Added

  • 28 more audio features are now bindable from the binding matrix — build-up, drop, the harmonic/percussive split, pitch, key, downbeat and bar phase, stereo width and pan, the six spectral-contrast bands and more were being computed every frame but appeared in neither source picker, so reaching them meant hand-editing a JSON file. All 74 features are now in the matrix, grouped, with the long groups collapsed by default.
  • scripts/capture/ — a reproducible media pipeline so the gallery can be regenerated at each release instead of going stale: a synthesized rights-clear demo loop, a capture script that films the real app under isolated config and private audio routing (your default sink is never touched), and a build step that renders the WebP tiles, hero montage and contact sheet.

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 for network video output
  • Video playback (optional): ffmpeg on PATH for media layers

NDI® is a registered trademark of Vizrt NDI AB.