Exchange the lane marking colors, they were in reverse

This commit is contained in:
bernat 2020-05-11 11:50:32 +02:00
parent 6c7da8fc82
commit 3fd9fc27f1
2 changed files with 3 additions and 6 deletions

View File

@ -3,6 +3,7 @@
* Added API function `add_angular_impulse()` to add angular impulse to any actor
* Fixed rain drop spawn issues when spawning camera sensors
* Fixed Update.sh from failing when the root folder contains a space on it
* Fixed colors of lane markings when importing a map, they were reversed (white and yellow)
* Fixed missing include directive in file **WheelPhysicsControl.h**
* Fixed gravity measurement bug from IMU sensor
* OpenDRIVE ingestion bugfixes

View File

@ -24,11 +24,11 @@ UPrepareAssetsForCookingCommandlet::UPrepareAssetsForCookingCommandlet()
// Get Carla Default materials, these will be used for maps that need to use
// Carla materials
static ConstructorHelpers::FObjectFinder<UMaterial> MarkingNode(TEXT(
"Material'/Game/Carla/Static/GenericMaterials/LaneMarking/M_MarkingLane_Y.M_MarkingLane_Y'"));
"Material'/Game/Carla/Static/GenericMaterials/LaneMarking/M_MarkingLane_W.M_MarkingLane_W'"));
static ConstructorHelpers::FObjectFinder<UMaterial> RoadNode(TEXT(
"Material'/Game/Carla/Static/GenericMaterials/Masters/LowComplexity/M_Road1.M_Road1'"));
static ConstructorHelpers::FObjectFinder<UMaterial> RoadNodeAux(TEXT(
"Material'/Game/Carla/Static/GenericMaterials/LaneMarking/M_MarkingLane_W.M_MarkingLane_W'"));
"Material'/Game/Carla/Static/GenericMaterials/LaneMarking/M_MarkingLane_Y.M_MarkingLane_Y'"));
static ConstructorHelpers::FObjectFinder<UMaterial> TerrainNodeMaterial(TEXT(
"Material'/Game/Carla/Static/GenericMaterials/Grass/M_Grass01.M_Grass01'"));
static ConstructorHelpers::FObjectFinder<UMaterial> SidewalkNode(TEXT(
@ -129,10 +129,6 @@ TArray<AStaticMeshActor *> UPrepareAssetsForCookingCommandlet::SpawnMeshesToWorl
MeshAsset->MarkPackageDirty();
}
// rotate all meshes 180 degrees to fit with OpenDRIVE info
// (seems that new version of RoadRunner is doing this)
// MeshActor->SetActorRotation(FRotator(0.0f, 180.0f, 0.0f));
SpawnedMeshes.Add(MeshActor);
if (bUseCarlaMaterials)