New Wrap-Only skinning path, now the default. Any existing clothing item can load ReCloth with no exported files at all - skinning quality comes from the wrap, so a correct wrap is now the foundation (see the tutorial).
BoneWeight path is offered in the chooser when a valid weights file is present. Still the way to go for fine bone influence control - see the tutorial on when to use which.
Refit now defaults to wrap. Morph nodes become legacy: still supported, but no longer recommended.
Per-bone pose rotation offsets with mirror pose and pose preset loading. Pairs with Clothing Editor's posed wrap to support bone weight skinning of non-T pose clothing.
Guide mesh rework
The guide mesh is now just a regular material/submesh of the clothing item, assigned via Clothing Editor's "Guide Submesh" selector.
Guide sim initializes from wrap data. No more separate file exports required.
Adaptive collider radii, baked from Clothing Editor, for accurate thick garment collision.
Guide Self Thickness: stops opposite sides of a thick garment collapsing through each other under compression.
Collision
Swept collision against moving colliders, controlled by the new Collision Sweep slider (0 = previous behavior). Fast limbs tunnel through cloth much less.
Collider friction is now read correctly from VaM's colliders, with a Collider Friction Mix control.
Collision solving reworked for stability: depenetration runs inside every constraint iteration, friction/bounce/collider motion apply in one final pass.
New controls under Advanced Collision: Motion Carry, Max Depenetration, Collision Interval.
Simulation and UI
Simulation tab redesigned: grouped into Solver / Fabric / Sim Texture / Collision / Guide Mesh sections. Integer counts are spinners, bounded floats are compact sliders, less-used groups fold away behind expanders. Controls that cannot do anything are hidden.
Per-material sim textures: one texture per submesh, so overlapping UV layouts across materials resolve correctly.
"Undress" button detaches all attachment constraints at once.
Slider renames for clarity - the four indistinguishable Collision* sliders are now Collision Strength / Max Depenetration / Motion Sweep / Collision Interval, "Detach Strength" is now Attachment Looseness, etc. Values are unchanged, only labels.
Quiet logging by default: a clean load prints two lines. Full init trace moved behind "Verbose Logging" on the Diagnostics tab.
Fixes
SELF:/ sim texture paths in clothing plugin presets now resolve against the item's own package, so packaged items can reference their own sim textures without pinning a package version.
Fixed sim textures dying after a clothing item reload ("Trying to use cached texture after it has been destroyed").
Fixed the double restore on clothing item reload that could switch the plugin off or lose settings.
Fixed "No bone weights available" spamming hundreds of error lines during reload.
Fixed an issue where when "Sim Enabled" is unchecked, and "Use Guide Mesh" is checked, the clothing mesh would be stuck in place
Fixed an issue where legacy smoothing will make mesh disappear on even iteration values.
Added smoothing (Legacy) for guide mesh. Iteration can be adjusted under simulation tab
Mesh boundaries are excluded from smoothing
Added simulation passthru for hard pinned vertices in Guide Mesh Sim. Now if a clothing vertex has guide mesh nodes that are hard pinned, and their weight sum > 0.8, the clothing vertex will use its bone skinning result directly