Removed the temporal workarounds
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@ -94,10 +94,6 @@ int main(int argc, const char *argv[]) {
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auto map = world.GetMap();
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auto transform = RandomChoice(map->GetRecommendedSpawnPoints(), rng);
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// Temporary workaround:
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// Move the spawn point a bit up otherwise they can collide.
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transform.location.z += 0.30f;
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// Spawn the vehicle.
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auto actor = world.SpawnActor(blueprint, transform);
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std::cout << "Spawned " << actor->GetDisplayId() << '\n';
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@ -24,9 +24,6 @@ class TestSnapshot(SyncSmokeTest):
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spawn_points = self.world.get_map().get_spawn_points()[:20]
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vehicles = self.world.get_blueprint_library().filter('vehicle.*')
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# move spawn points a bit higher, they are too close to the floor
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for t in spawn_points:
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t.location.z += 0.30
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batch = [(random.choice(vehicles), t) for t in spawn_points]
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batch = [carla.command.SpawnActor(*args) for args in batch]
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response = self.client.apply_batch_sync(batch, True)
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