* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
* Fix issue where trying to access TMap when loading
* Use contains functions instead of checking num of elemnts on tmap to make a secure access
* Used ParticlesHeightmap optimization and clear some log
* Fixed number of particles inputs. Removed debug output. Fixed mutex creating cpu stalls
* Decoupling visualization with gamethread
* Make work optimisations
* Disable deformation visualization
* Updated collisions parameters, collisions itself are not updated
* Disable Collisions vehicle with landscape
* Add in pytorch output wheel normal and put them into UE4 and apply to wheels
* Added factors based on distance, never negative, check if there are particles
* Fix compilation error
* Removed unused code and normals related code
* Fixed compiling error
Co-authored-by: Axel <axellopez92@outlook.com>
- SkeletalMesh now is being disabled while the pooled actor is not in use.
- Distances are calculated with squared distance.
- Added a new state for pooled actors to activate them when the vehicle is too close.
* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
* Fix issue where trying to access TMap when loading
* Use contains functions instead of checking num of elemnts on tmap to make a secure access
* Used ParticlesHeightmap optimization and clear some log
* Fixed number of particles inputs. Removed debug output. Fixed mutex creating cpu stalls
* Decoupling visualization with gamethread
* Make work optimisations
* Disable deformation visualization
* Updated collisions parameters, collisions itself are not updated
* Disable Collisions vehicle with landscape
* Add in pytorch output wheel normal and put them into UE4 and apply to wheels
* Moved collider removal logic
Co-authored-by: Aaron <samaniegoaaron112@gmail.com>
* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
* Fix issue where trying to access TMap when loading
* Use contains functions instead of checking num of elemnts on tmap to make a secure access
* Used ParticlesHeightmap optimization and clear some log
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: bernat <bernatx@gmail.com>
* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
* Fix issue where trying to access TMap when loading
* Use contains functions instead of checking num of elemnts on tmap to make a secure access
Co-authored-by: Axel <axellopez92@outlook.com>
* Show and hide detailed noise
* Heightmap material updated for previous commit
* Addition of soil type query code to terramechanics component
* Bug creating vegetation and teramechanics actors fixed
* Terrain Rois Presets
Co-authored-by: bernat <bernatx@gmail.com>
* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
Co-authored-by: Axel <axellopez92@outlook.com>
* fixed pool increasing size fast.
* Fixed pools
* get the vehicle each frame
* Fixed bug when starting a new manual control script.
* Fixed xerces-c dependency
* fixed xerces-c dependencies
* Adding backup for xerces-c library
* Fix the duplication of collision capsules, and remove the impulse with static bones
* enable impulse force again, for static bones
* nullptr tile bug fixed
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: bernatx <bernatx@gmail.com>
* Added deformation effect multiplayer as parameter
* Removal Particles from container multithreaded
* Paralelize particle update, get less particles just taking texture radius, changing how we get intersecting tiles
* Added min max displacement parameters
* Fixed tiles not being searched correctly, fixed probable race condition
Co-authored-by: Axel <axellopez92@outlook.com>