* 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>
* First version - Wheel direction changes
* Updated CHANGELOG.md
* Fix DVSCamera include error
* Updated vehicle wheels direction commands
* Reset files back to default state
* Removed files from PR.
* Updated changelog
This script compares that all the points that lidar measure are inside
the bounding boxes of all the cars.
This is useful to check that both lidar colliders and BB are ok.
- Added option for sync mode (on by default)
- Added a warm-up time after spawning actors to not contaminate the results
- Added option for no rendering mode (on by default)
- Added two new cases for Lidar (100k and 1M points)
- Allow to cancel the execution like other scripts
- Added the option to benchmark only a sublist of maps, sensors and
types of weather
- Added a parameter to show all the maps, sensors and types of weather possible
The save_snapshots should be done after the sensor syncrononization,
if not, it cant be known what you are saving.
Also added the load of Town03 and fix a small bug in error print.
Now you can add the option of reset_settings=False for not returning
to default options when you load/reload maps.
By default, reset_settings=True so it does not change the current
behavior of the simulator.