Not doing this can lead to the Unreal toolchain examining the host system,
which can cause it to attempt to use glibc features newer than the Unreal
target of 2.17 provides (specifically, rpclib can accidentaly pick up the
symbol pthread_cond_clockwait, which is provided by Ubuntu 20.04 glibc 2.31
but *not* by Unreal glibc 2.17, which then causes a missing symbol linker
error when trying to build CARLA. The reason is that libc++ attempts to
detect glibc version in its headers and conditionally uses that symbol.)
* Added way to download files from overpass api
* Save downloaded text to a file
* Changed log type for File manipulation
* Online process files when request is valid
* Correct file format
* Correct file format for UE4 class
* Fix compilation issue due to name change
* Create Widget with OpenFileDialogFunctionality
* Step xodr to map completed
* Generated Static meshes and replace procedural actors
* Created and saved assets during road generation
* Formatted file correctly
* OSM To ODR broguht to UE4
* Full pipeline working on linux
* Added osm2odr support in editor in Windos
* Added Widget to CartaTools
* Fixed Linux compilation error
* Added Carla Game Instance included to avoid compilation error
* Osm Renderer Tool dummy version
* Server creates SVG files when client request it
* SVG creation and rasterization - libraries integration
* Server size working
* Added Simplify to LibCarla, Added timers to measure time generation. Add mesh deformation during road creation.
* Fixed mesh format translations
* Trying to paint bitmap into the UTexture
* Bitmap sent and drawn in widget texture with bugs
* Map bitmap shown on widget
* Concated meshes generated in the same lane to avoid errors during simplification
* Navigation added to widget
* Avoid Simplify to remove border vertices and try to parallel assets creation process
* Road Generation 0.1 version ready
* Removing Engine Association, Formatting CarlaTools Build dependencies
* Change container type of generated procedural mesh componetns to be supported by UPROPERTY
* Fixed indices jumping by two
* Added in separate thread junctions generation
* Started dynamic database creation
* Dynamic database creation temporally removed
* First step of merge. Coords of bottom left corner and top right corner
* Libraries added to build system
* Git ignore for osmrenderer to avoid ThirdParties directory to be tracked
* Lat and Lon coords for corners sent from server to client
* Transformed to local coords meshes' vertices' coords
* Coords format error fixed
* Saving xodr and osm files inside of OpenDrive folder
* Widget fixed
* UI design improved
* WIP Windows build system for osm-world-renderer
* Socket implementation replaced by boost asio framework in osmrenderer
* Added multithreaded simplification of meshes
* Build system adapted to wndows
* Headers fixed to avoid windows specific heraders compilation
* Remove warnings
* Added widget to import building from houdini
* Added origin latitude and longituda to OSM to OpenDRIVE conversion functions. Fixed Houdini importer widgets.
* Add Houdini plugin download to the build system
* Moved houdini blueprint. Houdini plugin now dowloads by default
* Added houdini download for windows
* OpenDriveToMap Now is a UOBject instead of widget
* Added Lane mark generation.
* Roads materials and distance field scale set to 0
* M_PI macro fixed for windows osm-renderer build system
* Added Lane Marking generation
* Fixed compilation issue related with std pair non copyable lane
* Fix bug where different lanes were concating. Fix bug where end of roadmark was creating an artifact
* Lanes Marks material assignation
* Fix compilation issue and reading from not valid memory crash
* Middle Lane mark duplication bug fixed - temp solution
* Added bumps along road
* Adding marchingcubes library and added to create junctions
* Added junctions generations using marching cube and smoothed
* Fixed linux compilation and removed couple warnings
* Using previous algorithim for two road connections
* Code cleanup
* Remove debug state
* Format Files
* Format third parties files
* Spaces removal
* Fix code format
* Modified workflow for side walks
* Added check for traffic lights and default materials for sidewalks
* Change build osm script hash
* Fix code format
* changed buildosm2odr hash
* Updated has
* Format fix
---------
Co-authored-by: aollero <aollero@cvc.uab.cat>
Co-authored-by: aollero <adriollero@gmail.com>
Co-authored-by: Axel <axellopez92@outlook.com>
This lets IWYU-type errors be fixed; they are often masked by it.
Fix all detected errors of this kind. Note that Unity is on by
default, likely for performance reasons, so this does not change
that; instead, pass ARGS=--no-unity to make to try it (note that this
unfortunately will rebuild the editor too.)
Co-authored-by: anrp <anrp@tri.global>
Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com>
Co-authored-by: bernat <bernatx@gmail.com>
* Updated changelog and content versions
* Added vehicle.sixwheeltruck.sixwheeltruck to smoke test exclusion list
* Fix old town tests
* fixed vehicle id in smoke test
* Update ContentVersions.txt
---------
Co-authored-by: bernat <bernatx@gmail.com>
* Added way to download files from overpass api
* Save downloaded text to a file
* Changed log type for File manipulation
* Online process files when request is valid
* Correct file format
* Correct file format for UE4 class
* Fix compilation issue due to name change
* Create Widget with OpenFileDialogFunctionality
* Step xodr to map completed
* Generated Static meshes and replace procedural actors
* Created and saved assets during road generation
* Formatted file correctly
* OSM To ODR broguht to UE4
* Full pipeline working on linux
* Added osm2odr support in editor in Windos
* Added Widget to CartaTools
* Fixed Linux compilation error
* Added Carla Game Instance included to avoid compilation error
* Osm Renderer Tool dummy version
* Server creates SVG files when client request it
* SVG creation and rasterization - libraries integration
* Server size working
* Added Simplify to LibCarla, Added timers to measure time generation. Add mesh deformation during road creation.
* Fixed mesh format translations
* Trying to paint bitmap into the UTexture
* Bitmap sent and drawn in widget texture with bugs
* Map bitmap shown on widget
* Concated meshes generated in the same lane to avoid errors during simplification
* Navigation added to widget
* Avoid Simplify to remove border vertices and try to parallel assets creation process
* Road Generation 0.1 version ready
* Removing Engine Association, Formatting CarlaTools Build dependencies
* Change container type of generated procedural mesh componetns to be supported by UPROPERTY
* Fixed indices jumping by two
* Started dynamic database creation
* Dynamic database creation temporally removed
* First step of merge. Coords of bottom left corner and top right corner
* Libraries added to build system
* Git ignore for osmrenderer to avoid ThirdParties directory to be tracked
* Lat and Lon coords for corners sent from server to client
* Transformed to local coords meshes' vertices' coords
* Coords format error fixed
* Saving xodr and osm files inside of OpenDrive folder
* Widget fixed
* UI design improved
* WIP Windows build system for osm-world-renderer
* Socket implementation replaced by boost asio framework in osmrenderer
* Build system adapted to wndows
* Headers fixed to avoid windows specific heraders compilation
* Added widget to import building from houdini
* Added origin latitude and longituda to OSM to OpenDRIVE conversion functions. Fixed Houdini importer widgets.
* Add Houdini plugin download to the build system
* Moved houdini blueprint. Houdini plugin now dowloads by default
* Added houdini download for windows
---------
Co-authored-by: Aaron <samaniegoaaron112@gmail.com>
Co-authored-by: Blyron <53337103+Blyron@users.noreply.github.com>
Co-authored-by: aollero <aollero@cvc.uab.cat>
Co-authored-by: aollero <adriollero@gmail.com>
Co-authored-by: bernat <bernatx@gmail.com>
* Added way to download files from overpass api
* Save downloaded text to a file
* Changed log type for File manipulation
* Online process files when request is valid
* Correct file format
* Correct file format for UE4 class
* Fix compilation issue due to name change
* Create Widget with OpenFileDialogFunctionality
* Step xodr to map completed
* Generated Static meshes and replace procedural actors
* Created and saved assets during road generation
* Formatted file correctly
* OSM To ODR broguht to UE4
* Full pipeline working on linux
* Added osm2odr support in editor in Windos
* Added Widget to CartaTools
* Fixed Linux compilation error
* Added Carla Game Instance included to avoid compilation error
* Added Simplify to LibCarla, Added timers to measure time generation. Add mesh deformation during road creation.
* Fixed mesh format translations
* Concated meshes generated in the same lane to avoid errors during simplification
* Avoid Simplify to remove border vertices and try to parallel assets creation process
* Road Generation 0.1 version ready
* Removing Engine Association, Formatting CarlaTools Build dependencies
* Change container type of generated procedural mesh componetns to be supported by UPROPERTY
* Fixed indices jumping by two
* Cleaning branch
* Cleanup last spaces
* Remove spaces on Opendrivetowditor.cpp
The supported compiler is clang, but that is not the default on Ubuntu.
Unreal Editor itself ships clang-10 for use on linux (along with the
libc++ that Unreal itself uses) so just use those in CARLA.
* Added sparse map reprsentation
* Added pytorch for terramechanics modules
* Added saving loading particles in independent thread
* Added blank space at the EOF
* Added texture creation lambda
* Moving function to component
* Added input/output architecture for neural network
* Filling heightmap with particles data. Adding Logging to debug
* Updating Texture data at realtime
* Connected 3 stages, using MPC Position to Update and Texture
* Added square particle sampling. Added second model input/output scheme. Fixed start up crash.
* Added new flags and fixes
* Position to update not updating in material but yes in MPC
* Fixed coordinate frame issues and crashes
* Prepared to follow position in the 1st vehicle in map
* Fixed height map alignment
* Fixed large map and terrain tiles alignment
* Fixed inputs for new model
* Added scale factor
* Fixed slow read write operations
* Bug fixes
* Removed debug output
* Removed nvidia profinling marks
* Preparing merge debug code removed, runtime working by rounding the loading data properly
* Made pytorch optional module
* Added TRACE_CPUPROFILER_EVENT_SCOPE to Update and UpdateTexture
* Added optional pytorch conditions and macros
* Removed static Path
* Fixed #ifdef clause. Added missing include.
* Deformation on vehicle working. Ready to start optimisation
* First optimsation done. Heightmap per Tile
* Updated tiles'heightmap to make their size relative to texture and tilesize
* Fixed slow frames. Added functionality
* Removed unecessary library links
* Fixed pytorch link
* Limited search to relevant tiles
* Added multithreaded particle search. Fixed cuda architectures compilation
* Deformation plane added
* Added missing resources
* Updated particle movement update methods
* Spawn on runtime deformation plane
* Added cachemap lock when initializing a region
* Added UHeightMapDataAsset to hold heightmap data
* Fixing some settings
Co-authored-by: Aaron <samaniegoaaron112@gmail.com>
Co-authored-by: bernatx <bernatx@gmail.com>