ApplyVehiclePhysicsControl was overriding some of the default
values of the wheel's blueprint. Now, we change it through the
TireData to avoid this problem.
- We flush between sublevel load/unload calls to improve determinism
- We have added a global uuid to allow the load/unload methods to be
called in the same tick
* 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>
* Changed material routes and import.py
* Changed decal process for large maps
* Fixed spaces
* Removed unnecesary file
* Fixes for PR
* Updated materials for curbs and gutters
* Fix parsing of tiles by name
* Updated marking nodes materials and names
* New content version
Co-authored-by: bernat <bernatx@gmail.com>
* 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>
First implementation for applying road painter materials to imported maps. However, the user still has to access the road painter blueprint and click on the "Paint all roads button"