Commit Graph

1603 Commits

Author SHA1 Message Date
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
aollero 4506ce8871 Unnecessary tab removed 2022-06-21 13:14:03 +02:00
aollero bfe95e86e2 Missing change in reviewable code 2022-06-21 13:14:03 +02:00
aollero d35d2c49c6 Spaces and format corrections 2022-06-21 13:14:03 +02:00
aollero 25016132da Tiling bug fixed and minor changes to get ready for PR 2022-06-21 13:14:03 +02:00
aollero 5a5212d25b Code cleaning and refactoring 2022-06-21 13:14:03 +02:00
aollero 3c6605ff79 Collisions fixed 2022-06-21 13:14:03 +02:00
aollero 71bb22f874 Missing File for large map manager 2022-06-21 13:14:03 +02:00
aollero fc7186a09d Complete pipeline working despite collision and resolution errors 2022-06-21 13:14:03 +02:00
aollero 606008c473 Largemap creation completed 2022-06-21 13:14:03 +02:00
aollero b7757f8d6c Large Map Configuration from source code at map creation 2022-06-21 13:14:03 +02:00
aollero 4787fcfe9f Open drive file created based on a basic opendrive file 2022-06-21 13:14:03 +02:00
aollero d2a52e566d Size in km shown in widget and material is assigned to procedural mesh 2022-06-21 13:14:03 +02:00
aollero 2da799d879 Widget UI improved by locking tabs and loading existing maps 2022-06-21 13:14:03 +02:00
aollero 3d00b66c2b Dead references deleted 2022-06-21 13:14:03 +02:00
aollero e70692cf55 Vulkan support when importing heightmap, but with blocky effect 2022-06-21 13:14:03 +02:00
aollero fa06ddc97a Small changes for adapting to new map generation process 2022-06-21 13:14:03 +02:00
aollero f046812746 Manual weather support 2022-06-21 13:14:03 +02:00
aollero 5360f2045c Pre merge commit 2022-06-21 13:14:03 +02:00
aollero 389c5e1e5f Apply heightmap at landscape creation - not fixing collision problems 2022-06-21 13:14:03 +02:00
aollero 99425a700e Landscape instantiated dynamically 2022-06-21 13:14:03 +02:00
aollero 737c32e776 Map Creation avoiding duplicated GUIDs 2022-06-21 13:14:03 +02:00
aollero ff17f914eb Collision Component Update with warning 2022-06-21 13:14:03 +02:00
aollero b5cbae4a6e Post edit event on landscape not working 2022-06-21 13:14:03 +02:00
aollero e85f9afa23 Grid texture improved 2022-06-21 13:14:03 +02:00
aollero 0a4bc2c7cb Visual Grid 2022-06-21 13:14:03 +02:00
aollero f9643d84ad Starting Water bodies generation 2022-06-21 13:14:03 +02:00
aollero ad8187fa36 Terrain editor layout improved 2022-06-21 13:14:03 +02:00
aollero 3edce5a0dc Terrain editor params exposed in the widget 2022-06-21 13:14:03 +02:00
aollero cf676ba5ca Renaming materials and dummy classes for ROIs 2022-06-21 13:14:03 +02:00
aollero e8dd064c60 Vegetation Tool bug caused the smoothing process fixed 2022-06-21 13:14:03 +02:00
aollero f1070b716e Landscape finally smoothed 2022-06-21 13:14:03 +02:00
aollero 1fa3aa97a0 Preview grid 2022-06-21 13:14:03 +02:00
aollero 67d58c2d3e Terrain and vegetation as independent processes 2022-06-21 13:14:03 +02:00
aollero 6a1a4ca16b Coments and code documentation 2022-06-21 13:14:03 +02:00
aollero 5b985dc857 More sanitazing issues solved 2022-06-21 13:14:03 +02:00
aollero a0da712db2 Path Sanitation to avoid messy directories and redirectors 2022-06-21 13:14:03 +02:00
aollero ef1b9d861c Preview Render Target and Materials 2022-06-21 13:14:03 +02:00
aollero 21f2c371bf VegetationTool working when generation of tiles with some pending TODOs 2022-06-21 13:14:03 +02:00
aollero cc73acc409 First version of the vegetation tool - only for current world 2022-06-21 13:14:03 +02:00
LuisPoveda 5ac3ce6d31
Luis/collisions bushes (#5477)
* Added base class for spring based vegetation simulation

* Excluded small bones from Inertia tensor computation. Added eigen 3.1.0 as dependency for vegetation modules.

* Added patch for eigen 3.1.0 in windows.

* Fixed windows compilation with eigen libraries

* Added automatic hierarchy extraction from skeletal mesh to spring based skeleton. Exposed custom spring vegetation structs to editor.

* Reorganized functions for spring based vegetation simulation. Fixed coordinate transformation bug (from UE left handed frame to right handed frame).

* Changes to use compile with CLang 10

* Improved spring strength settings for infividual branches. Enabled better debugging.

* added bush bp
added bush with sphere to the town10 map

* Fixed bush collision make car fly

* spring based vegetatation component updated

* System to get the bp from foliage mesh and instanciate if exists at runtime

* Added filters for spawning different types of foliage

* Spawning foliage hide and scaling it before showing.

* Added foliage bp class cache system to improve performance

* Changed Sphere Detection for Box and Implemented Object Pooling

* Fixed Dissapearing bushes, testing pooling

* Changed Sign function to not use clang's one

* Moved Spawner Logic out of Vehicle

* fix vegetation spawner now looks for new statich meshes every frame

* PR changes

* PR Changes

* Deleted spaces and scale spawn property

Co-authored-by: Axel <axellopez92@outlook.com>
Co-authored-by: Axel1092 <lopez1092@hotmail.com>
Co-authored-by: bernat <bernatx@gmail.com>
2022-06-02 14:35:42 +02:00
glopezdiest 90c624bc8c
Updated the information that traffic lights sent to vehicles 2022-06-01 15:11:29 +02:00
Guillermo d96dc20852 Added client update call 2022-05-26 15:59:28 +02:00
Guillermo b3ea8d0acc Added large map transform 2022-05-26 15:59:28 +02:00
Guillermo e56470659a Fixed raytracing functions 2022-05-24 08:41:38 +02:00
glopezdiest a649c67d7e
Added failure states for vehicles (#5410)
* Added failure states for vehicles

* Added missing endline
2022-05-16 21:55:19 +02:00
Joel Moriana e563a1e605 Added AdditionalDistance constant 2022-05-05 17:40:56 +02:00
Joel Moriana 4d5d3a9169 Changed conditions trigger box location 2022-05-05 17:40:56 +02:00
Joel Moriana cf0600293e Prevent adding trigger boxes inside the intersections 2022-05-05 17:40:56 +02:00
Marcel Pi 139041fd7f
Improvements to the dust_storm weather parameter. (#5388)
* Switched DustStorm parameter from bool to float.

* Automatically detect clang version.

* Revert "Automatically detect clang version."

This reverts commit 4ac1c95c26.

* Update environment.py weather presets.

* Expose dust_storm console command in environment.py + documentation.

* Fix minor DustStorm preset error.

* Update CHANGELOG.md
2022-04-27 12:52:25 +02:00
glopezdiest 7646b326b8 Fixed includes order 2022-04-14 15:24:19 +02:00
Guillermo 1801af84c4 Added a Windows include 2022-04-14 15:24:19 +02:00
Guillermo 3fc55a546f Missing endfile 2022-04-14 15:24:19 +02:00
Guillermo 974d240887 Added ApplyRolloverBehavior function 2022-04-14 15:24:19 +02:00
glopezdiest 8d5204e048
Added set_day_night_cycle parameter (#5322) 2022-04-13 18:25:46 +02:00
glopezdiest c977075b90
Added 4 new attributes to the vehicle blueprints (#5258)
* Added 4 new vehicle attributes
2022-04-12 15:57:54 +02:00
Axel 7fe20be052 Removed shipping logs 2022-04-06 23:34:11 +02:00
Marcel Pi 9d8c6175ab Added DustStorm boolean option in WeatherParameters. 2022-04-05 11:52:16 +02:00
Axel e50ffbeea3 Large map manager stream distance is set in editor. 2022-04-04 18:00:52 +02:00
anrp 60709f506b Switch to boost::variant2
boost::variant only supports up to 20 types (MPL limit). boost::variant2
has no such limit; switch to it.
2022-03-28 12:35:11 +02:00
aollero 347665aefe Bug fixed when calculaten the height of the river according to landscape 2022-03-16 17:29:44 +01:00
aollero 41427d95fa Procedural water generator widget bug fixed 2022-03-16 17:29:44 +01:00
aollero ad6bf7369c Some more naming and format corrections 2022-03-10 11:40:22 +01:00
aollero a4d1ea431e Some more identation problems 2022-03-10 11:40:22 +01:00
aollero 5f0685c902 Tabs substituted by spaces 2022-03-10 11:40:22 +01:00
aollero 63147bb780 Names addapted to naming convention 2022-03-10 11:40:22 +01:00
aollero 737c9991fc Casting errors fixed 2022-03-10 11:40:22 +01:00
aollero f2f71ba4cd Improvements in the class picker functionality 2022-03-10 11:40:22 +01:00
aollero 339df37c4e Lake generation supported 2022-03-10 11:40:22 +01:00
aollero 703b957674 River Width controlled by the user interface 2022-03-10 11:40:22 +01:00
aollero 68bedd3a83 River meshes spawn dynamically together with the spline points 2022-03-10 11:40:22 +01:00
aollero d045c1f9e8 River spawn bug fixed 2022-03-10 11:40:22 +01:00
aollero 0edc8c3c1b Procedural Rivers Generator - rought funtionality 2022-03-10 11:40:22 +01:00
aollero 3b7675e021 Each tile of the generated map applies a part of the height map 2022-03-10 11:40:22 +01:00
aollero a237d5bcf1 Large map and tiles maps generated based on noise render target 2022-03-10 11:40:22 +01:00
aollero 41d93b4a65 One map is generated procedurally with landscape heightmap on it 2022-03-10 11:40:22 +01:00
aollero 416510bc89 Basic version of Carla Tools Plugin & Map Generator Widget 2022-03-10 11:40:22 +01:00
bernatx 6e2462ddd6 Changing default gamma value 2022-03-08 12:13:14 +01:00
bernatx 4da37d1832 Setting new gamma value 2.4 2022-03-07 13:23:11 +01:00
bernatx 708a6efa49 Changing camera gamma value by default (from 2.2 to 2.4) 2022-03-03 18:30:08 +01:00
Marcel Pi 98cf46d027 Minor fixes for the pull request.
Updated copyrights, added custom normal camera definition function in ActorBlueprintFunctionLibrary and fixed minor include error.
2022-02-18 11:42:32 +01:00
Marcel Pi 3b45bfd165 Added new sensor with camera normals 2022-02-18 11:42:32 +01:00
Joel Moriana 1b80afa276 Added missing include 2022-02-08 20:15:57 +01:00
Joel Moriana e1b6b9feaa Removed unnecessary comment 2022-02-08 20:15:57 +01:00
Joel Moriana 95de1a38dd Removed unnecessary log 2022-02-08 20:15:57 +01:00
Joel Moriana 0e67ca23fd Handle steer speed in the ackermann controller 2022-02-08 20:15:57 +01:00
Joel Moriana a96c5bbdf5 fixed bug not getting max steering when applying commands 2022-02-08 20:15:57 +01:00
Joel Moriana 04ea5f4e55 Added missing includes 2022-02-08 20:15:57 +01:00
Joel Moriana a8497162ab Added large map funcionality for the ackermann controller 2022-02-08 20:15:57 +01:00
Joel Moriana 67e12c34ac Added more review changes 2022-02-08 20:15:57 +01:00
Joel Moriana 87e674c76b Applied review changes 2022-02-08 20:15:57 +01:00
Joel Moriana 51aac42a63 removed unnecessary cast 2022-02-08 20:15:57 +01:00
Joel Moriana 952c3b90ff removed debug messages 2022-02-08 20:15:57 +01:00
Joel Moriana c82f9ffc9f Removing unnecessary comments 2022-02-08 20:15:57 +01:00
Joel Moriana 8cc6f132fc First iteration ackermann controller 2022-02-08 20:15:57 +01:00
Jacopo Bartiromo 0779ebb1c1 Copyright and small error fix 2022-02-03 20:29:49 +01:00
Jacopo Bartiromo eda0a1e575 Changelog and minor changes 2022-02-03 20:29:49 +01:00
Jacopo Bartiromo 0f628e9aa3 Changes from IsSixWVehicle to bIsNWVehicle 2022-02-03 20:29:49 +01:00
Jacopo Bartiromo aaf5f2a9e9 Remove CarlaSimpleVehicle.h 2022-02-03 20:29:49 +01:00
Jacopo Bartiromo 0a9f67c6c3 Support for N Wheeled vehicles 2022-02-03 20:29:49 +01:00
Simon McMahon 6819927c88 fix props not getting packaged on linux 2021-11-15 12:03:48 +01:00