Exchange the lane marking colors, they were in reverse
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@ -3,6 +3,7 @@
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* Added API function `add_angular_impulse()` to add angular impulse to any actor
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* Fixed rain drop spawn issues when spawning camera sensors
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* Fixed Update.sh from failing when the root folder contains a space on it
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* Fixed colors of lane markings when importing a map, they were reversed (white and yellow)
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* Fixed missing include directive in file **WheelPhysicsControl.h**
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* Fixed gravity measurement bug from IMU sensor
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* OpenDRIVE ingestion bugfixes
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@ -24,11 +24,11 @@ UPrepareAssetsForCookingCommandlet::UPrepareAssetsForCookingCommandlet()
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// Get Carla Default materials, these will be used for maps that need to use
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// Carla materials
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static ConstructorHelpers::FObjectFinder<UMaterial> MarkingNode(TEXT(
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"Material'/Game/Carla/Static/GenericMaterials/LaneMarking/M_MarkingLane_Y.M_MarkingLane_Y'"));
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"Material'/Game/Carla/Static/GenericMaterials/LaneMarking/M_MarkingLane_W.M_MarkingLane_W'"));
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static ConstructorHelpers::FObjectFinder<UMaterial> RoadNode(TEXT(
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"Material'/Game/Carla/Static/GenericMaterials/Masters/LowComplexity/M_Road1.M_Road1'"));
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static ConstructorHelpers::FObjectFinder<UMaterial> RoadNodeAux(TEXT(
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"Material'/Game/Carla/Static/GenericMaterials/LaneMarking/M_MarkingLane_W.M_MarkingLane_W'"));
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"Material'/Game/Carla/Static/GenericMaterials/LaneMarking/M_MarkingLane_Y.M_MarkingLane_Y'"));
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static ConstructorHelpers::FObjectFinder<UMaterial> TerrainNodeMaterial(TEXT(
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"Material'/Game/Carla/Static/GenericMaterials/Grass/M_Grass01.M_Grass01'"));
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static ConstructorHelpers::FObjectFinder<UMaterial> SidewalkNode(TEXT(
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@ -129,10 +129,6 @@ TArray<AStaticMeshActor *> UPrepareAssetsForCookingCommandlet::SpawnMeshesToWorl
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MeshAsset->MarkPackageDirty();
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}
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// rotate all meshes 180 degrees to fit with OpenDRIVE info
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// (seems that new version of RoadRunner is doing this)
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// MeshActor->SetActorRotation(FRotator(0.0f, 180.0f, 0.0f));
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SpawnedMeshes.Add(MeshActor);
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if (bUseCarlaMaterials)
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