* Fixed bug causing the server to sigsegv when a vehicle collides an environment object in recording mode
* fix include for windows
Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com>
Co-authored-by: bernatx <berni2berni>
Until now, when the client asked to stop the telemetry, the
information was begin removed in the HUD but it was still being
simulated with telemetry data. Now, we call the new method to stop
the telemetry to completely removed this behaviour.
* First iteration of the required files functionality
* WIP: Binary file for in memory map
* Fixed "/Game/" replacement and load new episode by name problems with the required files system
* removed unnecessary changes
* added extra space
* Enable pedestrians building only for single maps, no in tiled maps (temporal)
* Added python selector to make import command
* returning const reference
* fix bug not finding required files
* add TM binary files to packages
Co-authored-by: Alejandro Fraga Cimadevila <alex_fraga95@hotmail.com>
Co-authored-by: bernatx <berni2berni>
Co-authored-by: bernat <bernatx@gmail.com>
This is a copy of another branch where there were unnecesary changes to some files and doing a rebase would cause a good amount of conflicts.
Enabled overlap events on all static meshes so it can be detected by carsim and chrono. Also throws an error to log, if a static mesh has it's mesh "empty"
ApplyVehiclePhysicsControl was overriding some of the default
values of the wheel's blueprint. Now, we change it through the
TireData to avoid this problem.
- We flush between sublevel load/unload calls to improve determinism
- We have added a global uuid to allow the load/unload methods to be
called in the same tick
* Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps.
* WIP: renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing.
* Renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing.
* Now traffic lights can be spawned without controllers inside junctions.
* Added functions to interface the FCarlaActor object with recorder. Started adapting recorder to new FCarlaActor object.
* Fixed missing includes.
* Updated CarlaRecorder and CarlaReplayer to use new FCarlaActor interface for vehicles, walkers and sensors.
* Fixed missing includes.
* Streaming level list now is persistant and can be saved for unreal to detect the dependencies.
* Enabled packages for large maps.
* Added Tiles to the MapPath.txt file. Removed debug warnings.
* Fixed traffic light trigger box placement in large maps.
* Fixed traffic light warning. Set speed limit for dormant actors to 30. Fixed semantic segmentation on streaming levels.
* Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files.
* Fixing line markings semantics
* Fixed recorder issues with traffic lights.
* Filter out the base large map as available map
* Added tile_stream_distance and actor_stream_distance to world settings.
* removed unused comments.
* Added IsActive functions. Dormant actors that cannot be respawned now remain dormant.
* Fixed missing includes.
* Fixed missing includes
* Review fixes. Missing includes.
* Fixed link errors.
Co-authored-by: bernat <bernatx@gmail.com>
* Changed material routes and import.py
* Changed decal process for large maps
* Fixed spaces
* Removed unnecesary file
* Fixes for PR
* Updated materials for curbs and gutters
* Fix parsing of tiles by name
* Updated marking nodes materials and names
* New content version
Co-authored-by: bernat <bernatx@gmail.com>
* Added LargeMapManager
* Added DVector Vector of doubles
* Declaration of interface
* Added AUncenteredPivotPointMesh
* Added map generation from assets folder
* Updates on FDVector
* Added tile load on demand
* Fixed load tile issues after rebasing origin
* Updated FDVector
* Added some auxiliary functions
* Added conversion and operator
* Added methods to check and configure the state
* Removed const and updated printed info
* Added macro to avoid logs
* Added info dump functions
* The asset spawn check was added to the tick
* LargeMapManager added to CarlaGM
* Moving to level load autocontrol
* Updated with new function name, AddNewClientToConsider
* Fixing forced tile load
* Added operator*(float)
* Disabled Localplayer
* Now the streaming is handled by us
* Fixed remove of considered actors
* Fixed typo
* Added MapOrigin to the Episode
* Added Vector3DInt to LibCarla
* Removed floats in Vector3DInt
* Added offset to client actor's location
* Fixed old cast warning
* Removed float
* Added explicit cast to avoid warning
* Fixed client actor transform
* Removed unnecessary code
* Added origin offset to spawn_actor
* Adding spawn points generation
* Added spawn points folder in editor
* Changed Spawnpoint for only Transforms
* World rebase is triggered directly
* Added offset when attaching actors
* Detecting hero vehicle
* Added LargeMapManager
* Added DVector Vector of doubles
* Declaration of interface
* Added AUncenteredPivotPointMesh
* Added map generation from assets folder
* Updates on FDVector
* Added tile load on demand
* Fixed load tile issues after rebasing origin
* Updated FDVector
* Added some auxiliary functions
* Added conversion and operator
* Added methods to check and configure the state
* Removed const and updated printed info
* Added macro to avoid logs
* Added info dump functions
* The asset spawn check was added to the tick
* LargeMapManager added to CarlaGM
* Moving to level load autocontrol
* Updated with new function name, AddNewClientToConsider
* Fixing forced tile load
* Added operator*(float)
* Disabled Localplayer
* Now the streaming is handled by us
* Fixed remove of considered actors
* Fixed typo
* Added MapOrigin to the Episode
* Added Vector3DInt to LibCarla
* Removed floats in Vector3DInt
* Added offset to client actor's location
* Fixed old cast warning
* Removed float
* Added explicit cast to avoid warning
* Fixed client actor transform
* Removed unnecessary code
* Added origin offset to spawn_actor
* Adding spawn points generation
* Added spawn points folder in editor
* Changed Spawnpoint for only Transforms
* World rebase is triggered directly
* Added offset when attaching actors
* Detecting hero vehicle
* Only hero vehicles are considered to stream tiles
* Little update on log macro
* Adding support for ghost actors
* Refactored LargeMap classes
* Refactored LargeMap classes
* Revert refactor
* Remove files
* Added dormant state to actors
* Fixed spawn+rebase on new OnActorSpawn
* Removed circular dependency warning
* Converted FActorView into an USTRUCT
* Added actor state conversion to dormant
* Removed ConvertActorDormant
* Added spawn and transition of dormants
* Ghost to Dormant working
* Replicated dormant actors
* Add substraction operators
* Added dormant to ghost conversion
* Fixed some issues in dormant to ghost conversion
* WIP! Attached actors not working properly
* WIP! Attached actors not working properly
* Added tiles loaded from umaps.
* Fixed Missing includes
* Added FActorData classes to save and restore actor state for dormant actors. Edited all client - server calls to recognize the dormant state. FActorView now can hold null AActor* when is dormant. Large Maps now load tiled umaps instead of assets.
* Fixed dormant check for attached actors
* Expanded FActorData classes. Added world observer aware of dormant actors.
* Extended FActorData classes with walker data.
* Fixed missing includes
* Removed some with editor macros.
* Added virtual destructor to FActorData.
* Adding includes
* Fixed warnings. Added UNoWorldOffsetSceneComponent to have unreal actors unnafected by rebase.
* Fixed tile alingment.
* Added sensor data to restore the comunication.
* Added parent hierarchy consideration to sleep/wakeup of ghost/dormant actors.
* Fixed crash for sensor destruction.
Co-authored-by: doterop <daniel.oterop@gmail.com>
Co-authored-by: bernat <bernatx@gmail.com>
First implementation for applying road painter materials to imported maps. However, the user still has to access the road painter blueprint and click on the "Paint all roads button"
The import process now loads a .json file for applying decals to the road. Several bug fixes related to the generation of multiple map textures and dynamic materials. New update to the road painter preset on the art repository.
Extended road painter wrapper class in order to create textures statically in the content folder so the road painter blueprint can paint the road map into these new textures and save them, instead of having to share the same texture over several maps. The material is now applied on runtime (as soon as the map is launched, either in package mode or play mode in the editor)
First implementation for applying road painter materials to imported maps. However, the user still has to access the road painter blueprint and click on the "Paint all roads button"
* First version - Wheel direction changes
* Updated CHANGELOG.md
* Fix DVSCamera include error
* Updated vehicle wheels direction commands
* Reset files back to default state
* Removed files from PR.
* Updated changelog
Now you can add the option of reset_settings=False for not returning
to default options when you load/reload maps.
By default, reset_settings=True so it does not change the current
behavior of the simulator.
* Added MapLayer enum
* Added Load/Unload layer functions
* Added calls to register and tag objects on map change
* Added missing file
* Updated MapLayer to support more layers
* Added calls to PythonAPI
* Added default value
* Moved CurrentMapLayer to GI
* Updated manual_control with maplayer handling
* Updated help
* Updated Changelog
* Fixed a missing `;`
* Fixed LoadWorld() API so it works with old code
* Added missing include for shipping builds
* Fixed base enum type of MapLayer
* Removed int number from layer output
* Renamed variables
* MapLayer converted to int32 and added generic enumToString function
* MapLayer back to uint16
Co-authored-by: Marc Garcia Puig <marcgpuig@gmail.com>
* Added raycasting and point projection capabilities to python api.
* Added documentation of new functions.
* Fixed missing .f on floats
Co-authored-by: doterop <daniel.oterop@gmail.com>
We were getting the id from ActorInfo and this one
it is not the same as the client's actor id.
Now, we take it from FActorView and it is the correct one.
* Added new function to calculate BBs on SKM and SM
* Added BB calculation for an array of actors
* Added BB folliage calculation
* Added a call on the GM to get all the BBs of the level
* Fixed Folliage BB calculation.
* GM::GetAllBBsOfLevel now returns the array of BBs
* Added call on the server side to retrieve the BBs
* Removed debug draw calls
* Added call to the PythonAPI
* Added check for empty folliage actors
* Added missing EOF
* Added new RotateVector function
* Added rotation to the BBs
* Update changelog
* Split BB calculation on more functions
* Add tag query and simplified Folliage actor BB calculation
* Look for ISM instead of HISM
* Cleaning comments
* Fixed BB duplication on BP_Procedural_Buildings
* Fixed BB duplication on vehicles BPs
* Added pedestrians case
* Added CityObjectLabel enum on PythonAPI
* Splitted logic in small functions
* Fixed uint8_t
* Merged BB of the lights in a TL
* Splitted work into more functions
* Added missing BB and rotation to TL
* Cleaned comments
* Added missing include
* Changed None to Any in PythonAPI
* Fixed Any enum
* Added check for empty folliage actors
* Added missing EOF
* Added new RotateVector function
* Added rotation to the BBs
* Update changelog
* Split BB calculation on more functions
* Add tag query and simplified Folliage actor BB calculation
* Look for ISM instead of HISM
* Cleaning comments
* Fixed BB duplication on BP_Procedural_Buildings
* Fixed BB duplication on vehicles BPs
* Added pedestrians case
* Added CityObjectLabel enum on PythonAPI
* Splitted logic in small functions
* Fixed uint8_t
* Merged BB of the lights in a TL
* Splitted work into more functions
* Added missing BB and rotation to TL
* Cleaned comments
* Changed None to Any in PythonAPI
* Fixed Any enum
* Fixed rebase
* Fixing wrong BB on splines
* Fixed ISM transform to World
* Fixed duplication of RotateVector
* Added Rotation to BB output string
* Removed hidden components and procedural building
* Fixed string BB output
* Removed logs
* Fixed filter on pedestrians
* Fixed black debug lines in package
Co-authored-by: Marc Garcia Puig <marcgpuig@gmail.com>