Rain particles and Update.sh fixes (#2814)
* Fixed camera weather changes * Updated changelog * Fixed Update.sh when root path contains and space
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@ -1,6 +1,8 @@
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## Latest
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* Added API function **add_angular_impulse** to add angular impulse to any actor
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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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## CARLA 0.9.9
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@ -21,7 +23,7 @@
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* API extensions:
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- Added new methods to `Map`: `get_all_landmarks`, `get_all_landmarks_from_id` and `get_all_landmarks_of_type`
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* Added synchronization of traffic lights in sumo co-simulation
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* Added light manager to control the lights of the map.
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* Added light manager to control the lights of the map
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## CARLA 0.9.8
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@ -461,6 +461,10 @@ void ASceneCaptureSensor::BeginPlay()
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SceneCaptureSensor_local_ns::ConfigureShowFlags(CaptureComponent2D->ShowFlags,
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bEnablePostProcessingEffects);
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// This ensures the camera is always spawning the rain drops in case the
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// weather was previously set to has rain
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GetEpisode().GetWeather()->NotifyWeather();
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Super::BeginPlay();
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}
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@ -35,6 +35,12 @@ void AWeather::ApplyWeather(const FWeatherParameters &InWeather)
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RefreshWeather(Weather);
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}
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void AWeather::NotifyWeather()
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{
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// Call the blueprint that actually changes the weather.
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RefreshWeather(Weather);
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}
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void AWeather::SetWeather(const FWeatherParameters &InWeather)
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{
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Weather = InWeather;
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@ -21,18 +21,18 @@ public:
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AWeather(const FObjectInitializer& ObjectInitializer);
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/* Update the weather parameters and notifies it to the blueprint's event
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*/
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/// Update the weather parameters and notifies it to the blueprint's event
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UFUNCTION(BlueprintCallable)
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void ApplyWeather(const FWeatherParameters &WeatherParameters);
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/* Update the weather parameters without notifing it to the blueprint's event
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*/
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/// Notifing the weather to the blueprint's event
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void NotifyWeather();
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/// Update the weather parameters without notifing it to the blueprint's event
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UFUNCTION(BlueprintCallable)
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void SetWeather(const FWeatherParameters &WeatherParameters);
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/* Returns the current WeatherParameters
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*/
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/// Returns the current WeatherParameters
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UFUNCTION(BlueprintCallable)
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const FWeatherParameters &GetCurrentWeather() const
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{
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@ -44,19 +44,19 @@ done
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SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
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pushd "$SCRIPT_DIR" >/dev/null
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CONTENT_FOLDER=$SCRIPT_DIR/Unreal/CarlaUE4/Content/Carla
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CONTENT_FOLDER="${SCRIPT_DIR}/Unreal/CarlaUE4/Content/Carla"
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CONTENT_ID=$(tac $SCRIPT_DIR/Util/ContentVersions.txt | egrep -m 1 . | rev | cut -d' ' -f1 | rev)
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CONTENT_LINK=http://carla-assets.s3.amazonaws.com/${CONTENT_ID}.tar.gz
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VERSION_FILE=${CONTENT_FOLDER}/.version
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VERSION_FILE="${CONTENT_FOLDER}/.version"
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function download_content {
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if [[ -d "$CONTENT_FOLDER" ]]; then
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echo "Backing up existing Content..."
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mv -v "$CONTENT_FOLDER" "${CONTENT_FOLDER}_$(date +%Y%m%d%H%M%S)"
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fi
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mkdir -p $CONTENT_FOLDER
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mkdir -p "$CONTENT_FOLDER"
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mkdir -p Content
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if hash aria2c 2>/dev/null; then
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echo -e "${CONTENT_LINK}\n\tout=Content.tar.gz" > .aria2c.input
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@ -67,7 +67,7 @@ function download_content {
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fi
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tar -xvzf Content.tar.gz -C Content
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rm Content.tar.gz
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mv Content/* $CONTENT_FOLDER
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mv Content/* "$CONTENT_FOLDER"
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rm -rf Content
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echo "$CONTENT_ID" > "$VERSION_FILE"
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echo "Content updated successfully."
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