Release Notes
1.1.5
Supported platforms:
- Windows (CPU, CUDA, DX11)
- Mac (tested on Sierra)
- iOS (tested on iOS 11)
- Linux (tested on Ubuntu 16.04.1 LTS x64)
- PlayStation 4 with PS4 SDK 4.5
- Xbox one (CPU, DX11, beta)
- Android (arm64-v8a, API >= 21), tested on Shield TV
- Switch (SDK 3.5.0)
Supported compilers (via cmake 3.7)
- Windows: Visual Studio 12, 14 (2013, 2015)
- Linux: gcc 5.4 (only x64)
- Mac: xcode
- iOS: tested with XCode 9 (Apple LLVM)
- PlayStation 4: Visual studio 14 (2015)
- Xbox one: Visual studio 14 (2015)
- Android: NDK r12b and above
- Switch: Visual studio 14 (2015)
Fixed:
- Wind simulation code could affect particle masses (especially when high drag/lift coefficients were used)
- Fixed PS4 mising override error.
- Fix setCapsules bug.
New:
- Authoring library (helper functions useful for authoring tools)
Known issues:
- None
1.1.4
Fixed:
- DirectX 11 solver had issues with ccd sphere/capsule collision.
- Fixed sphere collision detection issue when clothing AABB is (almost) completely flat.
- Fix virtual particle collision issue on cuda (static particles could be moved)
- Enabled namespace in simd library, fixed runtime issues on switch when linking with APEX or PhysX.
New:
- Removed old cuda architectures that are not supported anymore
- Added improved teleportation API, rotation support and better support for teleporting while moving
- Virtual particle collision detection is now implemented in DX11 as well (DX11 was the only solver lacking it)
Known issues:
- None
1.1.3
Supported platforms:
- Windows (CPU, CUDA, DX11)
- Mac (beta, tested on Sierra)
- Linux (beta, tested on Ubuntu 16.04.1 LTS x64)
- PlayStation 4 (beta) with PS4 SDK 4.5
- Xbox one (CPU, DX11, beta)
- Android (arm64-v8a, API >= 21), tested on Shield TV
Note: beta platforms are not yet optimized.
Supported compilers (via cmake 3.7)
- Windows: Visual Studio 12, 14 (2013, 2015)
- Linux: gcc 5.4 (only x64)
- Mac: xcode
- PlayStation 4: Visual studio 14 (2015)
- Xbox one: Visual studio 14 (2015)
- Android: NDK r12b and above
Fixed:
- Incorrect assertion in ClothImpl::setFluidDensity.
- Make the simulation with MultithreadedSolverHelper work when no cloth present in the solver.
- Correct number of simulation chunks calculation for DX11/CUDA solvers when no cloths were added to the solver.
- Cuda wind simulation crashed on older hardware.
- Internal simd library now lives inside the nv::cloth namespace to avoid issues when statically linked with PhysX.
New:
- Introduce addCloths() method for all the solvers, which allows to perform a fast batch addition of multiple cloths.
- Cuda support on linux (experimental)
- Android support
Known issues:
- DirectX 11 solver has issues with ccd sphere/capsule collision.
1.1.2
Fixed:
- Dynamic allocations at runtime removed from MovingAverage.
- Possible error when starting samples due to gpu incompatible with dx debug mode.
New:
- Added cmake flags to disable dx11 and/or cuda support.
Known issues:
- DirectX 11 solver has issues with ccd sphere/capsule collision.
1.1.1
Fixed:
- Air drag/lift did react to flow speed only linearly, model was changed to be more physically correct.
- Fixed issue where scaling units would result in different air drag/lift behavior (by adding fluid density parameter).
- Fixed “unused typedef __t100” warning in xcode.
Known issues:
- DirectX 11 solver has issues with ccd sphere/capsule collision.
1.1.0
Fixed:
- DirectX 11 solver now supports triangle collision shapes and air drag/lift.
- Fixed bug where changing friction on cloth already in simulation would cause assert or crash.
- Optimization flag now working on PS4 release build.
New:
- Solver::getNumCloths and Solver::getClothList interface.
- Improved samples (new scenes and debug visualization)
Known issues:
- DirectX 11 solver has issues with ccd sphere/capsule collision.
1.0.0
Known issues:
- DirectX 11 solver doesn’t support triangle collision shapes and air drag/lift