Update changelog
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CHANGELOG.md
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CHANGELOG.md
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## CARLA 0.8.0
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* Upgraded to Unreal Engine 4.18
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* Created our own pedestrian models free to use and distribute
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* Created our own pedestrian 3D models free to use and distribute
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* Removed Epic's Automotive Materials dependencies
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* 360 Lidars support (similar to Velodyne HDL-32E or VLP-16) thanks to @parilo
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- Ray-trace based
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* 360 Lidars support (similar to Velodyne HDL-32E or VLP-16) thanks to Anton Pechenko (Yandex)
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- Ray-cast based
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- Configurable settings
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- Added methods to save points to disk as PLY file
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* Added quality level settings
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- Low: faster, low quality graphics
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- Low: low quality graphics, about 3 times faster with one camera
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- Epic: best quality (as before)
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* Measurements now use SI units
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- Locations: m
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- A supplementary image can be passed to attach colors to the points
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- New client example generates a point cloud in world coordinates
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- Added Transform class to Python API
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* Performance optimizations
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- Significant speed improvements in both Epic and Low modes
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- Fixed materials and improved shaders for roads, architecture, sidewalks, foliage, landscapes, cars, walkers, reflections, water
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- Execution of a set of Project and Engine parameters to improve performance (quality, vsync, AO, occlusion)
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- Generation of the road pieces using static meshes and actors instead of a single actor with instanced meshes
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- Improved performance since now is able to apply occlusion and draw distance
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- Images are captured asynchronously in the render thread
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- In asynchronous mode, images may arrive up to two frames later
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- In synchronous mode, game thread is blocked until images are ready
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- Blueprint code optimizations for vehicles, walkers, and splines
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- Added a way to configure different quality levels with culling distance and materials configuration
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* Refactored sensor related code to ease adding new sensors in the future
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* Added vehicle box extent to player measurements
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* Removed the player from the list of non-player agents
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* Adjusted bounding boxes to vehicles' height
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* Changed vehicles' center to match bounding box
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* Added autopilot mode to manua_control.py
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* Added quality level options to manua_control.py and client_example.py
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* Replaced background landscape and trees by a matte painting
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* Fixed road map generated some meshes twice
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* Small improvements to Windows support
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- Fixed issues with the Makefile
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- Fixed asset names too long or containing special characters
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* Optimizations
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- Fixed materials and improved shaders for roads, architecture, sidewalks, foliage, landscapes, cars, walkers, reflections, water.
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- Execution of a set of Project and Engine parameters to improve performance (quality, vsync, AO, occlusion)
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- Generation of the road pieces using static meshes and actors instead of a single actor with instanced meshes
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· Improved performance of roads by using actors instead of instances (due to occlusion and draw distance)
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- Asynchronous screen captures in the render queue
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· In asynchronous mode, images may arrive up to two frames later
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· In synchronous mode, game thread is blocked until images are ready (as before)
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- Blueprint code optimizations for vehicles, walkers, splines
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- Added a way to configure different settings levels for quality with culling distance and materials configuration
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## CARLA 0.7.1
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; This file can be loaded with the Python client to be sent to the server. It
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; defines the parameters to be used when requesting a new episode.
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;
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; Note that server specific variables are loaded in server only. Use it with
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; `./CarlaUE4.sh -carla-settings=Path/To/This/File`.
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; Note that server specific variables are only loaded when launching the
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; simulator. Use it with `./CarlaUE4.sh -carla-settings=Path/To/This/File`.
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[CARLA/Server]
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; If set to false, a mock controller will be used instead of waiting for a real
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