Update changelog

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nsubiron 2018-03-22 10:47:33 +01:00
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## CARLA 0.8.0
* Upgraded to Unreal Engine 4.18
* Created our own pedestrian models free to use and distribute
* Created our own pedestrian 3D models free to use and distribute
* Removed Epic's Automotive Materials dependencies
* 360 Lidars support (similar to Velodyne HDL-32E or VLP-16) thanks to @parilo
- Ray-trace based
* 360 Lidars support (similar to Velodyne HDL-32E or VLP-16) thanks to Anton Pechenko (Yandex)
- Ray-cast based
- Configurable settings
- Added methods to save points to disk as PLY file
* Added quality level settings
- Low: faster, low quality graphics
- Low: low quality graphics, about 3 times faster with one camera
- Epic: best quality (as before)
* Measurements now use SI units
- Locations: m
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- A supplementary image can be passed to attach colors to the points
- New client example generates a point cloud in world coordinates
- Added Transform class to Python API
* Performance optimizations
- Significant speed improvements in both Epic and Low modes
- Fixed materials and improved shaders for roads, architecture, sidewalks, foliage, landscapes, cars, walkers, reflections, water
- Execution of a set of Project and Engine parameters to improve performance (quality, vsync, AO, occlusion)
- Generation of the road pieces using static meshes and actors instead of a single actor with instanced meshes
- Improved performance since now is able to apply occlusion and draw distance
- Images are captured asynchronously in the render thread
- In asynchronous mode, images may arrive up to two frames later
- In synchronous mode, game thread is blocked until images are ready
- Blueprint code optimizations for vehicles, walkers, and splines
- Added a way to configure different quality levels with culling distance and materials configuration
* Refactored sensor related code to ease adding new sensors in the future
* Added vehicle box extent to player measurements
* Removed the player from the list of non-player agents
* Adjusted bounding boxes to vehicles' height
* Changed vehicles' center to match bounding box
* Added autopilot mode to manua_control.py
* Added quality level options to manua_control.py and client_example.py
* Replaced background landscape and trees by a matte painting
* Fixed road map generated some meshes twice
* Small improvements to Windows support
- Fixed issues with the Makefile
- Fixed asset names too long or containing special characters
* Optimizations
- Fixed materials and improved shaders for roads, architecture, sidewalks, foliage, landscapes, cars, walkers, reflections, water.
- Execution of a set of Project and Engine parameters to improve performance (quality, vsync, AO, occlusion)
- Generation of the road pieces using static meshes and actors instead of a single actor with instanced meshes
· Improved performance of roads by using actors instead of instances (due to occlusion and draw distance)
- Asynchronous screen captures in the render queue
· In asynchronous mode, images may arrive up to two frames later
· In synchronous mode, game thread is blocked until images are ready (as before)
- Blueprint code optimizations for vehicles, walkers, splines
- Added a way to configure different settings levels for quality with culling distance and materials configuration
## CARLA 0.7.1

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; This file can be loaded with the Python client to be sent to the server. It
; defines the parameters to be used when requesting a new episode.
;
; Note that server specific variables are loaded in server only. Use it with
; `./CarlaUE4.sh -carla-settings=Path/To/This/File`.
; Note that server specific variables are only loaded when launching the
; simulator. Use it with `./CarlaUE4.sh -carla-settings=Path/To/This/File`.
[CARLA/Server]
; If set to false, a mock controller will be used instead of waiting for a real