Commit Graph

1603 Commits

Author SHA1 Message Date
aollero fab7d5e85d Rainny weather supported for sunset and night times 2022-11-04 14:05:28 +01:00
aollero 08b1a1f7d9 Welcome and NamePath Tab 2022-11-04 14:05:28 +01:00
Blyron 1d6fa23770
Aaron/floorheightfix (#5909)
* 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

* Fix floor height

Co-authored-by: Axel <axellopez92@outlook.com>
2022-11-03 16:03:17 +01:00
LuisPoveda f963a4b2c3 destructor causes invisible behaviour 2022-11-03 16:01:14 +01:00
LuisPoveda a077870187 bring back FTileData destructor 2022-11-03 16:01:14 +01:00
bernat 97aae5bea4 Removing TaggedComponent from actors 2022-11-03 16:01:14 +01:00
Axel 010c3e29bf Fixed coordinate issues 2022-11-03 16:01:14 +01:00
LuisPoveda 0ac47c8950 moved bIsAlive to false out of the destructor 2022-11-03 16:01:14 +01:00
LuisPoveda 4e37b263c7 fix invisble foliage 2022-11-03 16:01:14 +01:00
LuisPoveda f713e4dc52 added logs 2022-11-03 16:01:14 +01:00
Blyron 906b4658d5
Aaron/terramechanics performance (#5900)
* 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>
2022-11-02 16:13:22 +01:00
aollero b1249b92f3 Weather tab rework and pipeline improvements 2022-11-02 11:23:24 +01:00
aollero 4d0a4a054a Soil tab improved 2022-11-02 11:23:24 +01:00
aollero dd13c50c5c Started to change pipeline workflow 2022-11-02 11:23:24 +01:00
aollero 84206866b1 Extra tool for actors creation 2022-11-02 11:23:24 +01:00
aollero 80fc9a8816 Rois Terrain Preview Basic Version 2022-11-02 11:23:24 +01:00
aollero 000d415aed Preview Layer Combo created 2022-11-02 11:23:24 +01:00
aollero c2dfc89021 Terrain Rois Presets bug fixed 2022-11-02 11:23:24 +01:00
aollero 4cdc258c96 Terrain ROIs presets 2022-11-02 11:23:24 +01:00
Axel 7c6b35a135 Removed unnecessary functions 2022-11-02 10:39:36 +01:00
Axel b75c1e130a Fixed respawn crash 2022-11-02 10:39:36 +01:00
LuisPoveda c1de740abc update inactive transforms on event 2022-11-02 10:39:36 +01:00
LuisPoveda 23fa58c4aa PostWorldOriginOffset now sets the location to the local 0.0f, 0.0f, 0.0f 2022-11-02 10:39:36 +01:00
LuisPoveda 3a554aed12 disabled tick while paused when creating a new pooled actor. 2022-11-02 10:39:36 +01:00
LuisPoveda 0bb9b1789a inactive pool elements moved by world origin event. 2022-11-02 10:39:36 +01:00
LuisPoveda de74c1b1ce Perfomance improvements.
- 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.
2022-11-02 10:39:36 +01:00
LuisPoveda c6a83cb27c Added timer to update pool position every 30 seconds 2022-11-02 10:39:36 +01:00
LuisPoveda 43b4a1e179 restore old values 2022-11-02 10:39:36 +01:00
Axel1092 597bfbc27d
Axel/change colliders (#5896)
* 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>
2022-10-31 16:33:27 +01:00
bernatx e117bf9b91 Adding radius parameter for the capsules 2022-10-27 12:09:37 +02:00
LuisPoveda c9df090311 update detection values 2022-10-27 09:58:08 +02:00
LuisPoveda dc69873710 pool now enables the actors also based on distance 2022-10-27 09:58:08 +02:00
Blyron 7a64bae1b5
Aaron/localheightmapopt (#5877)
* 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>
2022-10-26 18:21:51 +02:00
LuisPoveda 2925c33ce0 Vehicle detection box now is not affected by scale
Exposed hide material distance to bp.
2022-10-26 10:28:03 +02:00
Blyron d001e1b78c
Aaron/particlesheightmapfix (#5873)
* 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>
2022-10-26 10:08:33 +02:00
adrian-ollero 5bf409765c
Aollero/terramechanics actors and rois preview (#5867)
* 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>
2022-10-25 17:37:26 +02:00
Blyron 7682d2e7f6
Aaron/particlesheightmapfix (#5864)
* 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>
2022-10-25 16:13:30 +02:00
LuisPoveda 9830bca05b changed value of material hiding distance 2022-10-25 11:56:43 +02:00
LuisPoveda 810c65399e fixed bug where only one tile was processed. 2022-10-25 11:56:43 +02:00
aollero 9718e233b4 Terramechanics and Vegetation manager actors 2022-10-25 09:50:13 +02:00
aollero 0ec4cbded9 Invert range warpped from [0,1] range to [-1,1] 2022-10-25 09:50:13 +02:00
Axel bb679c5319 Removed unnecessary ; 2022-10-24 16:58:24 +02:00
Axel 090257292f Added local frame option. Fixed inputs for NN 2022-10-24 16:58:24 +02:00
LuisPoveda bc23f261e5
Luis/vegetation videos (#5861)
* 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>
2022-10-24 10:35:29 +02:00
Blyron 416ef2b79c
Aaron/deformation (#5837)
* 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>
2022-10-18 09:58:51 +02:00
Axel 9765e39d63 Added terramechanics atribute 2022-10-18 09:58:10 +02:00
Bernd Gassmann 6c4d676569 Prevent from segfault OnTriggerEndOverlap
In case the OtherActor is not a Vehicle just return
2022-10-17 16:21:58 +02:00
adrian-ollero 6117e548ae
Aollero/terrain rois (#5834)
* Terrain rois defined within the user widget

* Improvementes in ROIs blending with original heightmap

* Rois Tiling fixed

* Support for multiple ROIs (overlapping bug)

* Minor improvementes in river placement

* Support for Spreaded and specific actors ROIs

* Soil type Rois supported in widget

* Soil type assignment to main map container actor

* Soil type queried from soil type actor soil list and tag

* Cleaning code

* Basic Spreaded Actors feature

* Single selection for specific actors placement

* Misc Persistent state for specific location actors implemented

* Spreaded Actors feature completed

* Spreaded Actors Tagged, offset and delete option code

* Specific Location Actor basic implementation

* Specific actor placement feauture completed

* Terrain Editor Bugs Fixed

* Missing icon

* Smoothing terrain boundaries

* Sewing between terrain tiles

* Terrain overlapping ROIs not allowed

* Overlapping message bug fixed

* Preset c++ funtions

* Improvements in the terrain generation

* Presets creation

* Terrain preset feature finished

* Missing references fixed

* Format errors fixed

* Last format fixes

* Error in static member

* Changing tabs for spaces

* Identation to spaces

* Duplicated include deleted

Co-authored-by: bernat <bernatx@gmail.com>
2022-10-17 16:17:22 +02:00
Axel 9c751a7033 Fixed bone rotation for vegetation 2022-10-13 13:35:49 +02:00
bernatx f0b4e6af99 Fixing unsigned variable 2022-10-13 13:17:58 +02:00
Aaron 7a39d4f23d Add variable and check if not zero to avoid divide by zero 2022-10-13 13:17:58 +02:00
Axel1092 aeac45b09c
Terramechanics and Vegetation fixes (#5820)
* 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 not finding skeletal blueprints in shipping builds

* 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

* Physics fixed.
- Removed re-aplying forces all the time.
- Removed collisions with the static meshes.

* Fixed slow frames. Added functionality

* Removed unecessary library links

* Fixed pytorch link

* Limited search to relevant tiles

* Added parameter to modify torque and forces for nested bones.

* Forgot to add file.

* Added multithreaded particle search. Fixed cuda architectures compilation

* removed old unused code

* fix windows compilation

* collisions now are applied from the closest point.
added debug bools to enable more collisions and draw collision points.

* Removed old code.

* Fixed bug with distance less than zero.

* Try to stabilize a bit

* CHanged repulsion forces so that contacts end with equilibrium

* 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

* Changes to tile location computation and threaded structure

* Added lock to prevent parallel intialization of tiles

* Adding support for large texture

* Fixed infinite loop

* Removed unnecessary function, changed particle ordering

* Disable Enable plane and Change path to create folder

* Added debug options for particles, added fraction based displacement

* Tried to round to have deterministic rounds in Coords calculations

* Revert files

* Fixes to enable UCustomTerrainPhysicsComponent to interact with ALargeMapManager

* Now all foliages are spawned correctly.
- SpringBasedVegetationComponent: Added the posibility to set bones as static. This static bones will use the OnCollisionEvent instead overlap events.
- VegetationManager: Removed unnecessary variables.
- VegetationManager: Now the FTileData supports multiple level loads for the same tile.
- VegetationManager: Refactor the code.

* Remove unnecessary logs

* Resolve Conflict

* Added Local tile displacement field

* Removed Freeing CacheData

* Fixes to enable UCustomTerrainPhysicsComponent to interact with ALargeMapManager

* Added Local tile displacement field

* Update Heightmaps

* Mark for initial update generated tiles

* Added soil component field and code clean up

* Fix with the path for debug foliages.

* Added flag to atenuate particle forces

* Fix compilation in windows

* Removing 'can rest' feature

* Removed Tile being recreated losing tree references.

* Fixing sleep

* Check index is valid before accesing it preventing crash when loading  tiles from files

* Add debug position, add logging when removing and adding particles to zordered map, now only remove one element from multisets

* Initialize tile's heightmap on the fly not read it from file

* Fixed link errors

* Added debug to location when not vehicle loaded. Taking Height from ZOrdered particles instead from tile local heightmap

* Mitigation of vibration

* Remove unused code

* fixed white textures

* Fixed Z spin in some situations

* Multithread savemap and added more logging for debug purpouses

* Removing non used code. Updating texture based on tiles position instead of cars position

* Fixed terrain type flag not working

* add checks for tile removing only with valid pointers.

* Fixed map loading crash

Co-authored-by: Aaron <samaniegoaaron112@gmail.com>
Co-authored-by: LuisPoveda <lpoveda@cvc.uab.cat>
Co-authored-by: bernatx <bernatx@gmail.com>
2022-10-10 12:32:25 +02:00
bernatx e9a7c321cd Adding new attachment type 'SpringArmGhost' 2022-09-28 13:54:04 +02:00
LuisPoveda 89ba3f0397
Luis/fix package (#5794)
* fixed not finding skeletal blueprints in shipping builds

* Physics fixed.
- Removed re-aplying forces all the time.
- Removed collisions with the static meshes.

* Added parameter to modify torque and forces for nested bones.

* Forgot to add file.

* removed old unused code

* fix windows compilation

* collisions now are applied from the closest point.
added debug bools to enable more collisions and draw collision points.

* Removed old code.

* Fixed bug with distance less than zero.

* Try to stabilize a bit

* CHanged repulsion forces so that contacts end with equilibrium

* Now all foliages are spawned correctly.
- SpringBasedVegetationComponent: Added the posibility to set bones as static. This static bones will use the OnCollisionEvent instead overlap events.
- VegetationManager: Removed unnecessary variables.
- VegetationManager: Now the FTileData supports multiple level loads for the same tile.
- VegetationManager: Refactor the code.

* Remove unnecessary logs

* Resolve Conflict

* Removed Freeing CacheData

* Removing 'can rest' feature

Co-authored-by: bernatx <bernatx@gmail.com>
Co-authored-by: Axel <axellopez92@outlook.com>
2022-09-28 13:53:43 +02:00
Blyron 0d9b05b73b
Aaron/particlesheightmap (#5783)
* 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

* Changes to tile location computation and threaded structure

* Added lock to prevent parallel intialization of tiles

* Adding support for large texture

* Fixed infinite loop

* Removed unnecessary function, changed particle ordering

* Disable Enable plane and Change path to create folder

* Added debug options for particles, added fraction based displacement

* Tried to round to have deterministic rounds in Coords calculations

* Revert files

Co-authored-by: Axel <axellopez92@outlook.com>
2022-09-23 16:37:52 +02:00
Axel1092 a6be1a67f3
Pytorch integration with terramechanics (#5684)
* 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>
2022-09-23 15:39:09 +02:00
bernatx df8be9a8b5 remove check 2022-09-16 09:41:28 +02:00
bernatx 00882c6a22 Automatic spawn points are placed now at 0.5 over the road (instead of 3m) 2022-09-16 09:40:49 +02:00
Axel e26d00251b Fixed walker respawn in large maps 2022-09-05 14:27:28 +02:00
bernatx cebdcc192a Added folder to cook always with parked vehicles 2022-09-04 23:04:34 +02:00
bernatx 122f96d206 Fix the static mesh factory 2022-09-04 17:25:05 +02:00
MarcelPiNacy 608d128f51 Fix traffic light bounding box issue. 2022-09-04 17:12:36 +02:00
bernatx 27b93905bf Make relative position for generated trigger boxes 2022-09-04 17:12:36 +02:00
bernatx 8f8d0fd47d Removing some log 2022-09-04 17:12:36 +02:00
bernatx e032ae53ad Return the merged result of all generated trigger boxes as the bounding box of the actor 2022-09-04 17:12:36 +02:00
adrian-ollero 9bb8f41f3e
Aollero/river preset generator (#5650)
* First steps on river generation

* Region of interest base sckeleton

* Vegetation ROIs back logic implementation

* Region of interest for vegetation integrated into widget

* Some more improvements in River generation

* ROI selection clicking on preiew heightmap

* ROIs visual preview selection and support for many Rois

* Persistent widget state

* Widget bugs fixed

* Soil tab

* Landscape smooth tool and widget init bug fixed

* Weather tab finished and some river generation progress

* Flatening tiles that contains rivers

* Widget updates

* Missing references

* Deleted unnecessary assets

* Some progresses on Rivers but not fully working

* Terrain ROIs Widget adaptations

* First steps on Terrain ROIs

* Format fixed
2022-08-30 17:14:07 +02:00
bernatx 5daeb4d63d adding structure for vehicle definition (managing parked vehicles) 2022-08-29 11:57:22 +02:00
bernatx cca9b6a3c9 Checking pointers 2022-07-27 23:33:50 +02:00
bernatx 0fd9336be5 Fix syntax 2022-07-27 19:19:53 +02:00
bernatx 27290eb1c9 Fixing vegetation foliage destruction 2022-07-27 19:13:35 +02:00
MarcelPiNacy a918627b79 Switch tabs to spaces. 2022-07-27 18:02:16 +02:00
MarcelPiNacy ad62c86d62 Minor fix. 2022-07-27 18:02:16 +02:00
MarcelPiNacy 78ab5b450f Add CheckWeatherPostProcessEffects. 2022-07-27 18:02:16 +02:00
MarcelPiNacy 89303a4a47 Add blendable check in NotifyWeather too. 2022-07-27 18:02:16 +02:00
MarcelPiNacy dd7d7857a4 Fix path error in Linux. 2022-07-27 18:02:16 +02:00
MarcelPiNacy 554f30876c Remove UPROPERTY VisibleAnywhere 2022-07-27 18:02:16 +02:00
MarcelPiNacy 910450ee71 Fixed issues when combining weather-related postprocess materials with non-rgb sensors. 2022-07-27 18:02:16 +02:00
LuisPoveda b4b1a27572
Luis/enchance foliage (#5620)
* improved performance, reducing the elements to check

* clamp rotation and fix set max rotation angle

* Fixed bug causing editor to crash.
Reestructured VegetationSpawner.
50+ FPS now but without update UInstancedStaticMeshComponent.

* Vehicle now is added to the vegetation manager in the begin play and removed in the endplay

* renamed VegetationSpawner for VegetationManager and changed the interal architecture.

Now looks for all tiles in the world and processes only the ones in use.
Also the hidding of the foliage has been moved away to the material.

* Added Reset for SpringBasedVegetationComponent

* Fixed bug with coordinate when spawning for the same static mesh.
2022-07-27 16:57:25 +02:00
bernat 078cf0f824
Fixing first ticks of a sensor (#5616)
* Stream is removed when the sensor is destroyed

* Changing log_info to log_debug

* changeslog

* Changes to return some non-const objects

* Changing from weak_ptr to shared_ptr for storing sessions

* Split long line

* Changing log priority of some messages

* Make sure sensor is active when an user wants to use it (before it connects to it)

* Change UE tasks to any task, and not from Game thread
2022-07-25 15:32:29 +02:00
bernatx c5e03e5336 Split long line 2022-07-25 15:26:55 +02:00
bernatx 55854bfb78 Changes to return some non-const objects 2022-07-25 15:26:55 +02:00
bernatx f10b83c4fe Stream is removed when the sensor is destroyed 2022-07-25 15:26:55 +02:00
bernatx 3335c75c38 Secondary server listener is now closed (in editor it was still open) 2022-07-25 13:02:00 +02:00
bernatx 3083c8e2ed Fix to import into Carla content directly, instead of on a new package 2022-07-22 16:14:44 +02:00
bernatx be2525fb83 Fix decals when importing a map (was messing with other .json files) 2022-07-22 16:14:44 +02:00
bernatx 3595663c9e Fixing returning a copy 2022-07-21 13:24:02 +02:00
bernatx 76e96af6c3 Little fixes from review 2022-07-21 13:24:02 +02:00
bernatx a6ed1f9453 Changing classes of sensors a little 2022-07-21 13:24:02 +02:00
bernatx 2ff36dbfda Removing the PixelReader2 2022-07-21 13:24:02 +02:00
bernatx a9a8e88ed9 Add workaround for Vulkan fences that are not signaled in same frame 2022-07-21 13:24:02 +02:00
bernatx 4ea29070d2 Set synchronous mode automatically in multi-gpu 2022-07-21 13:24:02 +02:00
bernatx 9c9eda84bc Multi GPU first version 2022-07-21 13:24:02 +02:00
Aaron 79e54af4fa Removed static variable of SavePath 2022-07-12 14:45:22 +02:00
Aaron a8762db652 Add undef CreateDirectory to avoid Windows compile error 2022-07-12 14:45:22 +02:00
Aaron c0d259655b Adding missing header 2022-07-12 14:45:22 +02:00
Aaron 1e232e6e72 Added blank space at the EOF 2022-07-12 14:45:22 +02:00
Aaron a9b313f963 Added saving loading particles in independent thread 2022-07-12 14:45:22 +02:00
Axel 8e9e53c29e Added sparse map reprsentation 2022-07-12 14:45:22 +02:00
Guillermo 754b6d7d40 Removed debug message 2022-07-06 11:16:58 +02:00
Guillermo 10160da614 Fixed waypoint bug + new speed limits 2022-07-01 10:53:48 +02:00