* RssSensor fixes
RssSensor:
- make client side calculations threaded to ensure it is not
incrementally delaying the whole client
- support multiple instances of RssSensor
- initialize _last_processed_frame properly
RssRestrictor:
- enable python set_log_level
General:
- Update to RSS v4.4.2 and map v2.4.5_hotfix supporting elevation
- manual_control_rss: enalbe dynamics log level switching
* Update to ad-rss-lib 4.4.3
* really go to ad-rss-lib 4.4.3
* Changes in constant values
Added new constants
* Added Ambulance and Firetruck as unsafe vehicles in spawn_npc.py
* WIP: Rerouting algorithm
* Removing rerouting algorithm.
Fixed collisions at high speed.
* Changes to constant values and cleaning up.
* Users can now set their own path by giving a list of locations.
Implementation of RoadOption for SimpleWaypoints
Implementation of GetNextAction and GetActionBuffer for TM actions
Parameters for setting the path import and starting the import process.
Other minor changes
* Users now only need to use one parameter to import path
* added road option to the cache map
* Introduced RoadOption in InMemoryMap for each swp
Introduced getter in PythonAPI for high level path
Introduced getter in PythonAPI for next high level action
Introduced parameters for random lane changes
Fixed keep right parameter
* Introduced parameter SetImportedRoute to set a RoadOption path for TM controlled vehicles.
Method in Localization Stage to compute a path using RoadOptions.
* CHANGELOG.
* Changing names of methods
Cleanup
* Small changes to Collision Stage
Cleanup of SetRoadOption
Added debug_helper in Loc Stage (to be removed)
* Changes to get_next_action and get_all_actions
Fixed lane changes representation in those methods
Now get_next_action and get_all_actions need the Actor in Python
* Remove debug_helper
Set MAX_BRAKE to 0.7
* Constant values in Loc stage
* Code fixes
* Small changes in collision stage
Adding constants for VLStage
Changes in VLStage
* Choose randomly a right or left lane change if forcing both.
* Reviewable changes
Changes name of variables in Loc stage
Removed unnecessary import
* Minor final changes
* Change of method name in generate_traffic
* Change in Latest ContentVersion.txt
Co-authored-by: Joel Moriana <joel.moriana@gmail.com>
* added vehicle lights stage to the traffic manager under the dev branch
* update CHANGELOG to lastest version and added vehicle lights stage for automatically turn on-off lights
* added vehicle lights stage to the traffic manager under the dev branch
* removed commented code
* cleanups to the code, adding some comments to explain how the trafficmanagerlocal handles the command buffer
* fixing missing reference in ALSM constructor, disabling vehicle light state for dormant vehicles
* bugfix in vehicle_id_list access, added fix to avoid blinking brake lights due to throttle control
* requested changes in the vehicle light stage code
* missing namespace qualifier for constants
* Added explicit method to enable the vehicle lights management by the TM, on a per-vehicle basis. Changed generate_traffic.py to use the new vehicle lights stage instead of just setting a fixed, constant vehicle light status. Docs are updated, accordingly.
Co-authored-by: npunito <npunito>
Co-authored-by: Jacopo Bartiromo <32928804+jackbart94@users.noreply.github.com>
- Increase max throttle to manual control to 1.0
- In manual control and generate traffic, ignore the generation
if the filter only returns one blueprint
* Fixed typo in code snippet. Swapped order of altitude and azimuth
* Fixed image links that needed '../' prefix to be visible on the live documentation
* Removed reference to velocity being affected 2 frames after it is set
* Updated Python API with missing 'set_pedestrians_cross_factor' method
* Regenerated python_api.md
* 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>
- radar is not located in relation to the box of the car.
This fixes the cases where the radar was located inside the car
- removed annoying warning about speed
* 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
* Changing several constant variables
Removing sorting in LocalizationStage.cpp
* Fixing variable name
* Fixing variable name
* WIP: Fixing hybrid mode
* Added tiles loaded from umaps.
* Fixed Missing includes
* Debug settings are still on.
Added extra points in tight curves for PID improvement.
Fixed Hybrid Mode, now moves in the direction of the next waypoint.
Reduced calculations in MotionPlanningStage.cpp
* Removed all debug helper functions
* 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.
* Changed InMemoryMap to generate more points if two waypoints are even further than a multiple of the limit.
Removed SetSimulatePhysics call when not needed.
Changed PID functions to inline.
* Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps.
* WIP: Relocating TM-controlled vehicles near the hero vehicle
* WIP: Vehicle teleportation near hero vehicle.
Missing a way to place them in a better order around the map.
Fixes non-deterministic seed setup.
* Fixes bug where the hero vehicle was also set to not have physics.
* Introduces parameter SetRespawnDormantVehicles
WIP Respawning dormant vehicles
* 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.
* WIP: Fix seed when setting deterministic mode.
WIP: Respawn actors when dormant
Added --hero and --respawn to spawn_npc.py
* 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.
* added server bind for set_respawn_dormant_vehicles parameter
* TM doesn't destroy hero vehicle if idle.
ALSM stage will now update hero vehicles first.
MP stage will treat dormant vehicles like physics-less in hybrid mode.
Added fixed seed increment in deterministic mode.
* Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files.
* handles scenario where the hero vehicle does not exist
* 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.
* Fixes issue with Hybrid mode in async mode.
Introduces new set_boundaries_respawn_dormant_vehicles parameter.
Fixes issue when reloading map.
* WIP: New algorithm to move vehicles from dormant to active
* Finished new policy for teleporting vehicles.
Created new generate_traffic.py script, which works in sync mode.
Removed spawn_npc.py script.
General cleanup in Traffic Manager.
* Cleanup.
* Set FXAA antialiasing method
* Added automatic generation of speed limit signals.
* Adding some includes
* Fixed speed limit component crash when waking up.
* Fixed speed limit component wrong check.
* Fixed speed limit not reset when waking up actors.
* Fixed rare crash when traffic lights become dormant.
* Added speed limit to FActorData.
* Fixed generating waypoints when angle is tight
* Added warning when using asynchronous mode in generate traffic.
Lane changes now require more space.
Vehicle switching from no physics to physics in hybrid mode will have an initial speed.
Changed lower bound to 20 meters for respawn in Large Maps.
* WIP: Landmark anticipation using waypoints
* WIP: anticipation landmark
* Added lane check to landmark search
* Fixed excluded lanes
* WIP: landmark anticipation
* WIP: landmark anticipation
* Changes to constants for path buffer and max speed
Bug fix for landmarks that return nullptr
Included prints for debugging
* Updating constants
Changed collision radius check value
New max_distance for GetAllLandmakrsInDistance
* Incoming turns now make vehicles break
* Added variable radius when finding possible collisions
Added GetMap in InMemoryMap
Added TLMap in MPStage to cache TL
Finished GetLandmarkTargetVelocity function
General cleanup
* Fix merge error
Change constant for collision detection
* Improved lateral PID
* More PID improvements
* Improved longitudinal PID + minor fixes
* Tuned PID parameters
* Changed algorithm for respawn using GeoGrid IDs.
* Fix merge error
* Fixes intersection anticipation algorithm
* Removed print and debug helper init
Co-authored-by: doterop <daniel.oterop@gmail.com>
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: bernat <bernatx@gmail.com>
Co-authored-by: Joel Moriana <joel.moriana@gmail.com>
Co-authored-by: Axel1092 <lopez1092@hotmail.com>
Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com>
Co-authored-by: Guillermo <glopez@cvc.uab.es>
* 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
* Changing several constant variables
Removing sorting in LocalizationStage.cpp
* Fixing variable name
* Fixing variable name
* WIP: Fixing hybrid mode
* Added tiles loaded from umaps.
* Fixed Missing includes
* Debug settings are still on.
Added extra points in tight curves for PID improvement.
Fixed Hybrid Mode, now moves in the direction of the next waypoint.
Reduced calculations in MotionPlanningStage.cpp
* Removed all debug helper functions
* 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.
* Changed InMemoryMap to generate more points if two waypoints are even further than a multiple of the limit.
Removed SetSimulatePhysics call when not needed.
Changed PID functions to inline.
* Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps.
* WIP: Relocating TM-controlled vehicles near the hero vehicle
* WIP: Vehicle teleportation near hero vehicle.
Missing a way to place them in a better order around the map.
Fixes non-deterministic seed setup.
* Fixes bug where the hero vehicle was also set to not have physics.
* Introduces parameter SetRespawnDormantVehicles
WIP Respawning dormant vehicles
* 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.
* WIP: Fix seed when setting deterministic mode.
WIP: Respawn actors when dormant
Added --hero and --respawn to spawn_npc.py
* 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.
* added server bind for set_respawn_dormant_vehicles parameter
* TM doesn't destroy hero vehicle if idle.
ALSM stage will now update hero vehicles first.
MP stage will treat dormant vehicles like physics-less in hybrid mode.
Added fixed seed increment in deterministic mode.
* Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files.
* handles scenario where the hero vehicle does not exist
* 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.
* Fixes issue with Hybrid mode in async mode.
Introduces new set_boundaries_respawn_dormant_vehicles parameter.
Fixes issue when reloading map.
* WIP: New algorithm to move vehicles from dormant to active
* Finished new policy for teleporting vehicles.
Created new generate_traffic.py script, which works in sync mode.
Removed spawn_npc.py script.
General cleanup in Traffic Manager.
* Cleanup.
* Set FXAA antialiasing method
* Added automatic generation of speed limit signals.
* Adding some includes
* Fixed speed limit component crash when waking up.
* Fixed speed limit component wrong check.
* Fixed speed limit not reset when waking up actors.
* Fixed generating waypoints when angle is tight
* Added warning when using asynchronous mode in generate traffic.
Lane changes now require more space.
Vehicle switching from no physics to physics in hybrid mode will have an initial speed.
Changed lower bound to 20 meters for respawn in Large Maps.
* Calculating TLStage even when dormant
Co-authored-by: doterop <daniel.oterop@gmail.com>
Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: bernat <bernatx@gmail.com>
Co-authored-by: Joel Moriana <joel.moriana@gmail.com>
Co-authored-by: Axel1092 <lopez1092@hotmail.com>
Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com>
* Updated name of spanw_npc script
* Traffic manager updates for large maps, generate traffic and deterministic mode.
* Changed reference to back spawn_npc for generate data tutorial as it specifies that it is based on carla 0.9.8
* Corrected min respawn distance
* 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>
- In the collision sensor test we have incrase the number of frames to
run and also we run all the vehicles always and show all the ones
that fail instead of only the first.
- In vehicle physics tests, we have change all velocity/control setters to batch_sync
version to avoid losing commands
* 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>
* Added Chrono Integration page to navigation
* Initial draft of Chrono documentation
* Added Python API information for enable_chrono_physics. Made some syntactical changes to first draft of Chrono docs.
* Made the forward slash character in PythonAPI stand out. Added link to Actor class in the Chrono doc.
* Added manual_control_chrono.py to PythonAPI/examples
* Edited chrono torial. Edited changelog.
Co-authored-by: Axel <axellopez92@outlook.com>