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<li class="toctree-l1 current"><a class="current reference internal" href="">Release Notes</a><ul>
<li class="toctree-l2"><a class="reference internal" href="#fixes">Fixes</a></li>
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<li class="toctree-l3"><a class="reference internal" href="../UserGuide/Index.html#fabric-cloth">Fabric &amp; Cloth</a><ul>
<li class="toctree-l4"><a class="reference internal" href="../UserGuide/Index.html#fabric">Fabric</a></li>
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  <div class="section" id="release-notes">
<h1>Release Notes<a class="headerlink" href="#release-notes" title="Permalink to this headline"></a></h1>
<div class="section" id="fixes">
<h2>Fixes<a class="headerlink" href="#fixes" title="Permalink to this headline"></a></h2>
<p><strong>1.1.2</strong></p>
<ul class="simple">
<li>Dynamic allocations at runtime removed from MovingAverage.</li>
<li>Possible error when starting samples due to gpu incompatible with dx debug mode.</li>
<li>Cuda crash on older hardware.</li>
</ul>
<p><strong>1.1.1</strong></p>
<ul class="simple">
<li>Air drag/lift did react to flow speed only linearly, model was changed to be more physically correct.</li>
<li>Fixed issue where scaling units would result in different air drag/lift behavior (by adding fluid density parameter).</li>
<li>Fixed &#8220;unused typedef <cite>__t100</cite>&#8221; warning in xcode.</li>
</ul>
<p><strong>1.1.0</strong></p>
<ul class="simple">
<li>DirectX 11 solver now supports triangle collision shapes and air drag/lift.</li>
<li>Fixed bug where changing friction on cloth already in simulation would cause assert or crash.</li>
<li>Optimization flag now working on PS4 release build.</li>
</ul>
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<h2>New Features<a class="headerlink" href="#new-features" title="Permalink to this headline"></a></h2>
<p><strong>1.1.2</strong></p>
<ul class="simple">
<li>Added cmake flags to disable dx11 and/or cuda support.</li>
</ul>
<p><strong>1.1.0</strong></p>
<ul class="simple">
<li>Solver::getNumCloths and Solver::getClothList interface.</li>
<li>Improved samples (new scenes and debug visualization)</li>
</ul>
<p><strong>1.0.0</strong></p>
<ul class="simple">
<li>Initial release of NvCloth</li>
<li>Stiffness per constraint feature</li>
<li>New wind (air drag/lift) implementation</li>
</ul>
</div>
<div class="section" id="supported-platforms">
<h2>Supported Platforms<a class="headerlink" href="#supported-platforms" title="Permalink to this headline"></a></h2>
<p><strong>1.1.0</strong></p>
<ul class="simple">
<li>Windows (CPU, CUDA, DX11, RenderCloth)</li>
<li>Mac (beta, tested on Sierra, RenderCloth)</li>
<li>Linux (beta, tested on Ubuntu 16.04.1 LTS x64)</li>
<li>PlayStation 4 (beta) with PS4 4.5 SDK</li>
<li>Xbox one (CPU, DX11, beta)</li>
</ul>
<p>Note: beta platforms are not yet optimized.</p>
<p><strong>1.0.0</strong></p>
<ul class="simple">
<li>Windows (CPU, CUDA, DX11, RenderCloth)</li>
<li>Mac (beta, tested on Sierra, RenderCloth)</li>
<li>Linux (beta, tested on Ubuntu 16.04.1 LTS x64)</li>
<li>PlayStation 4 (beta)</li>
<li>Xbox one (CPU, DX11, beta)</li>
</ul>
<p>Note: beta platforms are not yet optimized.</p>
</div>
<div class="section" id="supported-compilers">
<h2>Supported Compilers<a class="headerlink" href="#supported-compilers" title="Permalink to this headline"></a></h2>
<p><strong>1.0.0</strong></p>
<p>Using cmake 3.7</p>
<ul class="simple">
<li>Windows: Visual Studio 12, 14 (2013, 2015)</li>
<li>Linux: gcc (only x64)</li>
<li>Mac: xcode</li>
<li>PlayStation 4: Visual studio 14 (2015)</li>
<li>Xbox one: Visual studio 14 (2015)</li>
</ul>
</div>
<div class="section" id="known-issues">
<h2>Known Issues<a class="headerlink" href="#known-issues" title="Permalink to this headline"></a></h2>
<p><strong>1.1.0</strong></p>
<ul class="simple">
<li>DirectX 11 solver has issues with ccd sphere/capsule collision.</li>
</ul>
<p><strong>1.0.0</strong></p>
<ul class="simple">
<li>DirectX 11 solver doesn&#8217;t support triangle collision shapes and air drag/lift</li>
</ul>
</div>
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