* 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>
* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
* Fix issue where trying to access TMap when loading
* Use contains functions instead of checking num of elemnts on tmap to make a secure access
* Used ParticlesHeightmap optimization and clear some log
* Fixed number of particles inputs. Removed debug output. Fixed mutex creating cpu stalls
* Decoupling visualization with gamethread
* Make work optimisations
* Disable deformation visualization
* Updated collisions parameters, collisions itself are not updated
* Disable Collisions vehicle with landscape
* Add in pytorch output wheel normal and put them into UE4 and apply to wheels
* Added factors based on distance, never negative, check if there are particles
* Fix compilation error
* Removed unused code and normals related code
* Fixed compiling error
Co-authored-by: Axel <axellopez92@outlook.com>
- SkeletalMesh now is being disabled while the pooled actor is not in use.
- Distances are calculated with squared distance.
- Added a new state for pooled actors to activate them when the vehicle is too close.
* Added local frame option. Fixed inputs for NN
* Add Textures
* Changed texture to grayscale RGB and added check for 'air' particles
* Updated 2k and 4k textures enable parameter for select res texture for deformation
* Fix issue where trying to access TMap when loading
* Use contains functions instead of checking num of elemnts on tmap to make a secure access
* Used ParticlesHeightmap optimization and clear some log
* Fixed number of particles inputs. Removed debug output. Fixed mutex creating cpu stalls
* Decoupling visualization with gamethread
* Make work optimisations
* Disable deformation visualization
* Updated collisions parameters, collisions itself are not updated
* Disable Collisions vehicle with landscape
* Add in pytorch output wheel normal and put them into UE4 and apply to wheels
* Moved collider removal logic
Co-authored-by: Aaron <samaniegoaaron112@gmail.com>