637 lines
34 KiB
Markdown
637 lines
34 KiB
Markdown
## Latest Changes
|
|
|
|
* Basic agent integrated with global router
|
|
* Fixed local planner to avoid premature route pruning at path overlaps
|
|
* Fixed global router behavior to be consistent with new Waypoint API
|
|
* LaneInvasionSensor stabilization
|
|
- Fix naming: Use 'LaneInvasionSensor'/'lane_invasion' instead of mixture with 'LaneDetector'/'lane_detector'
|
|
- Create server-side LaneInvasionSensor (to be able to access it via ROS bridge)
|
|
* Fix ActorList returned by ActorList.Filter(...)
|
|
* Add --rolename to manual_control.py
|
|
* Added options to no_rendering_mode.py to draw extra road information
|
|
* Migrate Content to AWS
|
|
* Adding a parser to represent the map as a connected graph of waypoints.
|
|
* Allow user to disable rendering and set the server timeout from the command line
|
|
* Add timestamp to SensorData
|
|
* Allow usage of hostname for carla::Client and resolve them to IP address
|
|
* Added `map.transform_to_geolocation` to transform Location to GNSS GeoLocation
|
|
* Added `id` property to waypoints, uniquely identifying waypoints up to half centimetre precision
|
|
* Added OpenDrive's road offset `s` as property to waypoints
|
|
* Fixed python client DLL error on Windows
|
|
* Fixed wheel's tire friction from physics control parameters.
|
|
* Fixed cleanup of local_planner when used by other modules
|
|
* Fixed Obstacle Detector
|
|
* Reworked OpenDRIVE parser and waypoints API
|
|
- Fixed several situations in which the XODR was incorrectly parsed
|
|
- Exposed more information: lane marking, lane type, lane section id
|
|
- API change: waypoint's `lane_type` is now an enum, `carla.LaneType`
|
|
- API change: `carla.LaneMarking` is not an enum anymore, extended with color, type, lane change, and width
|
|
- API extension: `map.get_waypoint` accepts an extra optional flag argument `lane_type` for filtering lane types
|
|
- API extension: `carla.Map` can be constructed off-line out of XODR files, `carla.Map(town_name, xodr_content)`
|
|
* New Town07, rural environment with narrow roads
|
|
* Added new pack of assets
|
|
- Windmill, different farm houses, silo
|
|
- Plants corn, dandelion, poppy, and grass
|
|
- Yield traffic sign
|
|
* Added modular buildings New York style
|
|
* Added marking lanes in Town03
|
|
* Improved performance in Town01 and Town02
|
|
* Changed yellow marking lane from Town01 and Town02 to dashed yellow marking lane
|
|
* Fixed semantic segmentation tags in Town04, Town05, Town06
|
|
* Fixed tree collision in Town01
|
|
* Fixed VehicleSpawnPoint in Town01
|
|
* Fixed geo-reference of Town01 and Town07
|
|
* Fixed floating pillars in Town04
|
|
* Fixed floating building in Town03
|
|
* Enhanced stop triggers options
|
|
|
|
## CARLA 0.9.4
|
|
|
|
* Added recording and playback functionality
|
|
* Added synchronous mode, simulator waits until a client sends a "tick" cue, `client.tick()`
|
|
* Allow changing map from client-side, added `client.load_world(name)`, `client.reload_world()`, and `client.get_available_maps()`
|
|
* Added scripts and tools to import maps directly from .fbx and .xodr files into the simulator
|
|
* Exposed minimum physics control parameters for vehicles' engine and wheels
|
|
* Allow controlling multiple actors in "batch mode"
|
|
* New Town06, featuring a "Michigan left" intersection including:
|
|
- Connection ramp between two highways
|
|
- Incorporation to a highway requiring changing several lanes to take another exit
|
|
- Junctions supporting different scenarios
|
|
* New traffic signs assets: one-way, no-turn, more speed limits, do not enter, arrow floors, Michigan left, and lane end
|
|
* New pedestrian texture to add more variations
|
|
* New road PBR material
|
|
* Extended the waypoint API with `lane_change`, `lane_type`, `get_right_lane()` and `get_left_lane()`
|
|
* Added world settings for changing no-rendering mode and synchronous mode at run-time
|
|
* Added methods to acquire a traffic light's pole index and all traffic lights in it's group
|
|
* Added performance benchmark script to measure the simulator's rendering performance
|
|
* Added `manual_control_steeringwheel.py` to control agents using Logitech G29 steering wheels (and maybe others)
|
|
* Added movable props present in the map (e.g. chairs and tables) as actors so they can be controlled from Python
|
|
* Added recording and playback bindings to `manual_control.py` script
|
|
* Removed `world.map_name` from API, use `world.get_map().name` instead
|
|
* Refactored `no_rendering_mode.py` to improve performance and interface
|
|
* Several improvements to the build system for Windows
|
|
* Expose traffic sign's trigger volumes on Python API
|
|
* Improved export/import map tools
|
|
* Simplify Dockerfile halving Carla Docker image size
|
|
* Episodes have now a random unique id to avoid collisions between runs
|
|
* Reduced overhead of many RPC calls by sending only actor IDs (instead of serializing all the actor attributes every time)
|
|
* Added priority system for vehicle control input (internal, not exposed in API)
|
|
* Removed "Example.CarlaSettings.ini", you can still use it, but it's no longer necessary
|
|
* Improved time-out related error messages
|
|
* Fixed Town01 placed 38 meters above the zero
|
|
* Fixed parsing of OpenDrive geo-reference exported by RoadRunner
|
|
* Fixed issue of retrieving an empty list when calling `world.get_actors()` right after creating the world
|
|
* Fixed a few synchronization issues related to changing the world at runtime
|
|
* Fixed traffic light when it gets illuminated by the hero vehicle in `no_rendering_mode.py`
|
|
* Fixed `manual_control.py` and `no_rendering_mode.py` to prevent crashes when used in "no rendering mode"
|
|
* Fixed traffic signs having the trigger box rotated
|
|
* Fixed female walk animation
|
|
* Fixed BP_MultipleFloor, tweaked offset in BaseFloor to adjust meshes between them
|
|
* Fixed static objects present in the map were marked as "movable"
|
|
|
|
## CARLA 0.9.3
|
|
|
|
* Upgraded to Unreal Engine 4.21
|
|
* Upgraded Boost to 1.69.0
|
|
* New Town04 (biggest so far), includes a freeway, new bridge and road barrier, a nicer landscape based on height-map, and new street props
|
|
* New Town05, adding more variety of intersections for the scenario runner
|
|
* Redesigned pedestrian models and animations (walk and idle) for male and female characters
|
|
* Added sensor for detecting obstacles (ray-cast based)
|
|
* Added sensor GNSS (GPS)
|
|
* Basic agent integrated with global router
|
|
* Added a few methods to manage an actor:
|
|
- set_velocity: for setting the linear velocity
|
|
- set_angular_velocity: for setting the angular velocity
|
|
- get_angular_velocity: for getting the angular velocity
|
|
- add_impulse: for applying an impulse (in world axis)
|
|
* Renamed vehicle.get_vehicle_control() to vehicle.get_control() to be consistent with walkers
|
|
* Added new mesh for traffic lights
|
|
* Added new pine tree assets, with their LODs finely tuned for performance
|
|
* Added point transformation functionality for LibCarla and PythonAPI
|
|
* Added "sensor_tick" attribute to sensors (cameras and lidars) to specify the capture rate in seconds
|
|
* Added Export/Import map tools
|
|
* Added "get_forward_vector()" to rotation and transform, retrieves the unit vector on the rotation's X-axis
|
|
* Added support for Deepin in PythonAPI's setup.py
|
|
* Added support for spawning and controlling walkers (pedestrians)
|
|
* Updated BasicAgent to allow setting target_speed and handle US-style traffic lights properly
|
|
* OpenDriveActor has been rewritten using the Waypoint API, this has fixed some bugs
|
|
* Remove crash reporter from packaged build
|
|
* Improved simulator fatal error handling, now uses UE4 fatal error system
|
|
* LibCarla server pipeline now compiles with exceptions disabled for better performance and compatibility with UE4
|
|
* Fixed TCP accept error, too many open files while creating and destroying a lot of sensors
|
|
* Fixed lost error messages in client-side, now when a request fails it reports the reason
|
|
* Fixed global route planner to handle round about turns and made the code consistent with local planner
|
|
* Fixed local planner to avoid premature route pruning at path overlaps
|
|
* Fixed autopilot direction not properly initialized that interfered with the initial raycast direction
|
|
* Fixed crash when an actor was destroyed but not de-registered, e.g. falling out of world bounds
|
|
|
|
## CARLA 0.9.2
|
|
|
|
* Updated ROS bridge for CARLA 0.9.X (moved to its own repository)
|
|
* Added Python API "agents" extension, includes
|
|
- Global route planner based on the Waypoints API (compatible with OpenDrive)
|
|
- BasicAgent: new client agent that can drive to a given coordinate of the map using the waypoint API and PID controllers, attending to other vehicles and traffic lights
|
|
- RoamingAgent: new client agent that can drive at different speeds following waypoints based on PID controllers, attending to other vehicles and traffic lights
|
|
- LocalPlanner functionality to navigate waypoints using PID controllers
|
|
- LateralControl and LongitudinalControl PIDs
|
|
* Added support for manual gear shifting
|
|
* Added "role_name" attribute to actors to easily identify the "hero" vehicle
|
|
* Changed traffic lights in Town03 to American style
|
|
* Added new junction types with only stop signs
|
|
* Updates to documentation and tutorials
|
|
* Simulator now starts by default in windowed mode
|
|
* CMake version required downgraded to 3.5 for better compatibility
|
|
* Fixed waypoints height were all placed at zero height
|
|
* Fixed actors in world.get_actors() missing parent actor
|
|
* Fixed some vehicles losing their wheels after calling set_simulate_physics
|
|
* Fixed bounding box of Lincoln MkZ
|
|
* Several fixes and improvements to OpenDriveActor
|
|
|
|
## CARLA 0.9.1
|
|
|
|
* New town: Town03
|
|
- Created with Vector Zero's RoadRunner (including OpenDrive information of the road layout)
|
|
- Bigger and more diverse
|
|
- More road variety: multiple lanes and lane markings, curves at different angles, roundabout, elevation, tunnel
|
|
* Lots of improvements to the Python API
|
|
- Support for Python 3
|
|
- Support for retrieving and changing lighting and weather conditions
|
|
- Migrated Lidar sensor
|
|
- Migrated image converter methods: Depth, LogarithmicDepth, and CityScapesPalette
|
|
- Migrated IO methods for sensor data, "save_to_disk" available for PNG, JPEG, TIFF, and PLY
|
|
- Added support for requesting the list of all the actors alive in the current world, `world.get_actors()`
|
|
- `world.get_actors()` returns an `ActorList` object with `filter` functionality and lazy initialization of actors
|
|
- Added collision event sensor, "sensor.other.collision", that triggers a callback on each collision to the actor it is attached to
|
|
- Added lane detector sensor, "sensor.other.lane_detector", that detects lane invasion events
|
|
- Added `carla.Map` and `carla.Waypoint` classes for querying info about the road layout
|
|
- Added methods for converting and saving the map as OpenDrive format
|
|
- Added `map.get_spawn_points()` to retrieve the recommended spawn points for vehicles
|
|
- Added `map.get_waypoint(location)` to query the nearest waypoint
|
|
- Added `map.generate_waypoints(distance)` to generate waypoints all over the map at an approximated distance
|
|
- Added `map.get_topology()` for getting a list the tuples of waypoints that define the edges of the road graph
|
|
- Added `waypoint.next(distance)` to retrieve the list of the waypoints at a distance that can be driven from this waypoint
|
|
- Added `parent` attributes to actors, not None if the actor is attached to another actor
|
|
- Added `semantic_tags` to actors containing the list of tags of all of its components
|
|
- Added methods for retrieving velocity and acceleration of actors
|
|
- Added function to enable/disable simulating physics on an actor, `actor.set_simulate_physics(enabled=True)`
|
|
- Added bounding boxes to vehicles, `vehicle.bounding_box` property
|
|
- Exposed last control applied to vehicles, `vehicle.get_vehicle_control()`
|
|
- Added a "tick" message containing info of all the actors in the scene
|
|
- Executed in the background and cached
|
|
- Added `world.wait_for_tick()` for blocking the current thread until a "tick" message is received
|
|
- Added `world.on_tick(callback)` for executing a callback asynchronously each time a "tick" message is received
|
|
- These methods return/pass a `carla.Timestamp` object containing, frame count, delta time of last tick, global simulation time, and OS timestamp
|
|
- Methods retrieving actor's info, e.g. `actor.get_transform()`, don't need to connect with the simulator, which makes these calls quite cheap
|
|
- Allow drawing debug shapes from Python: points, lines, arrows, boxes, and strings (`world.debug.draw_*`)
|
|
- Added id (id of current episode) and map name to `carla.World`
|
|
- Exposed traffic lights and signs as actors. Traffic lights have a specialized actor class that has the traffic light state (red, green, yellow) as property
|
|
- Added methods for accessing and modifying individual items in `carla.Image` (pixels) and `carla.LidarMeasurement` (locations)
|
|
- Added `carla.Vector3D` for (x, y, z) objects that are not a `carla.Location`
|
|
- Removed `client.ping()`, `client.get_server_version()` accomplishes the same
|
|
- Renamed `contains_X()` methods to `has_X()`
|
|
- Changed `client.set_timeout(seconds)` to use seconds (float) instead of milliseconds
|
|
- Allow iterating attributes of an Actor's Blueprint
|
|
- Fixed wildcard filtering issues, now "vehicle.*" or "*bmw*" patterns work too
|
|
- Fixed `actor.set_transform()` broken for attached actors
|
|
* More Python example scripts and improved the present ones
|
|
- Now all the scripts use the list of recommended spawn points for each map
|
|
- Renamed "example.py" to "tutorial.py", and updated it with latest changes in API
|
|
- Added timeout to the examples
|
|
- "manual_control.py" performance has been improved while having more measurements
|
|
- "manual_control.py" now has options to change camera type and position
|
|
- "manual_control.py" now has options to iterate weather presets
|
|
- "manual_control.py" now has a fancier HUD with lots of info, and F1 key binding to remove it
|
|
- Added "dynamic_weather.py" to change the weather in real-time (the one used in the video)
|
|
- Added "spawn_npc.py" to quickly add a lot of NPC vehicles to the simulator
|
|
- Added "spawn_npc.py --safe" to only add non-problematic vehicles
|
|
- "vehicle_gallery.py" also got some small fixes
|
|
* Asset and content improvements
|
|
- New vehicle: Lincoln MKZ 2017
|
|
- Refactored weather system, parametrized to make it easier to use
|
|
- Improved control of bikes and motorbikes, still not perfect but causes less accidents
|
|
- Added building block generator system
|
|
- Misc city assets: New building, tunnel columns, rail-road bridges, new textures, new urban props
|
|
- Adjusted vehicle physics and center of mass
|
|
- Adjusted the maximum distance culling for foliage
|
|
- Adjusted pedestrian animations and scale issues (not yet available with new API though)
|
|
- Improved map building blueprints, spline based asset repeaters, and wall building tools
|
|
- Replaced uses of Unreal's Foliage system with standard static meshes to work around a visual bug in Linux systems
|
|
- Fixed filenames too long when packing the project on Windows
|
|
- Fixed "SplineMeshRepeater" loses its collider mesh from time to time
|
|
- Standardized asset nomenclature
|
|
* New system for road information based on OpenDrive format
|
|
- Added new map classes for querying info about the road layout and topology
|
|
- Added methods for finding closest point on the road
|
|
- Added methods for generating and iterating waypoints based on the road layout
|
|
- Added OpenDrive parser to convert OpenDrive files to our map data structures
|
|
* Other miscellaneous improvements and fixes
|
|
- Fixed single channel Lidar crash (by @cwecht)
|
|
- Fixed command-line argument `-carla-settings` fails to load absolute paths (by @harlowja)
|
|
- Added an option to command-line to change quality level when launching the simulator, `-quality-level=Low`
|
|
- Added ROS bridge odometry message (by @ShepelIlya)
|
|
- New lens distortion shader, sadly not yet integrated with our cameras :(
|
|
- New Docker tutorial
|
|
- Disabled texture streaming to avoid issue of textures not loading in scene captures
|
|
- Adjusted scene capture camera gamma to 2.4
|
|
- Fixed leaking objects in simulation when despawning a vehicle. Now Pawn's controller is destroyed too if necessary when destroying an Actor
|
|
- Fixed overflow on platform time-stamp, now it uses `double`
|
|
- Upgraded @rpclib to fix crash when client exits too fast (rpclib/PR#167)
|
|
- Moved "PythonClient" inside deprecated folder to avoid confusion
|
|
- Refactored sensor related code
|
|
- New plugin system for sensors that simplifies adding sensors, mini-tutorial at #830
|
|
- Compile-time dispatcher for sensors and serializers
|
|
* Improvements to the streaming library
|
|
- Added multi-streams for streaming simultaneously to multiple clients (used by the "tick" message)
|
|
- Messages re-use allocated memory when possible
|
|
- Allows unsubscribing from a stream
|
|
- Fixed client receives interleaved sensor messages, some messages can be discarded if connection is too slow though
|
|
- Fixed streaming client fails to connect in Windows
|
|
- Fixed streaming client keeps trying to reconnect after destroying a sensor
|
|
* Refactored client C++ API
|
|
- Python GIL is released whenever possible to avoid blocking
|
|
- Fixed deadlock when closing the simulator while a client is connected
|
|
- Fixed crash on simulator shutdown if a client has connected at some point
|
|
- Set methods are now sent async which greatly improves performance in the client-side
|
|
- Vehicle control is cached and not sent if haven't changed
|
|
- Suppressed exceptions in destructors
|
|
* Other development improvements
|
|
- Improved Linux Makefile, fine-grained targets to reduce compilation times in development
|
|
- Workaround for "setup.py" to link against "libcarla_client.a" again (Linux only)
|
|
- Added support for ".gtest" file, each line of this file is passed to GTest executables as arguments when running `make check` targets
|
|
- Python eggs are also archived on Jenkins to easily get them without downloading the full package
|
|
- Added uncrustify config file for formatting UE4 C++ code
|
|
|
|
## CARLA 0.9.0
|
|
|
|
* Upgraded to Unreal Engine 4.19
|
|
* Redesign of the networking architecture
|
|
- Allows any number of clients to connect simultaneously
|
|
- Now is possible to add and remove at any time any vehicle or camera
|
|
- Now is possible to control any vehicle or camera
|
|
- Now is possible to place cameras anywhere
|
|
- Reduced to two ports instead of three
|
|
- First port uses an RPC protocol based on [rpclib](http://rpclib.net/)
|
|
- Second port is for the streaming of the sensor data
|
|
* Redesign of the Python API
|
|
- Actors and sensors are now exposed in the API and can be independently controlled
|
|
- The Python module is built in C++, with significant performance gain in some operations
|
|
- Many functionality haven't been ported yet, so expect a lot of things missing
|
|
* Redesign of the build system to accommodate the changes in dependencies
|
|
- Everything can be done now with the Makefile
|
|
- For the moment only Linux is supported, sorry
|
|
* Massive clean up of all unused assets
|
|
* Some aesthetic fixes to the vehicles
|
|
|
|
## CARLA 0.8.4
|
|
|
|
* Community contribution: ROS bridge by @laurent-george
|
|
* New vehicle: Tesla Model 3
|
|
* Added an option to _"CarlaSettings.ini"_ to disable bikes and motorbikes
|
|
* Fixed missing collision of vehicles introduced in 0.8.3
|
|
* Improved stability of bikes and motorbikes
|
|
* Improved autopilot turning behaviour at intersections, now using front wheels positions as reference
|
|
* Temporarily removed Kawasaki Ninja motorbikes because the model was having some stability issues
|
|
|
|
## CARLA 0.8.3
|
|
|
|
* Added two-wheeled vehicles, 3 bicycles and 4 motorbikes
|
|
* Several art optimizations (CARLA is now about 10% faster)
|
|
- Improved the performance of vegetation assets, adjusted LOD and culling distance, set billboards where possible
|
|
- Drastically reduced the number of polygons of the landscape while keeping the original shape
|
|
- Removed some high-cost unnecessary assets
|
|
- Remodelled Mustang and NissanMicra, now with less polygons and materials, better textures and LOD
|
|
- Remodelled building SM_TerracedHouse_01, now with more polygons but less materials and better textures
|
|
* CARLA releases include now a Dockerfile for building docker images
|
|
* Change in HUD: replace "FPS" by "Simulation Step"
|
|
* The current map name is now included in the scene description message sent to the client
|
|
* Adapted "manual_control.py" and "view_start_positions.py" to use the map name sent by the simulator
|
|
* Improved the vehicle spawning algorithm, now it tries to spawn as much cars as possible even if there are not enough spawn points
|
|
* "Setup.sh" is now faster and accepts an argument to run multiple jobs in parallel
|
|
* Fixed foliage distance culling using wrong distance in "Low Mode"
|
|
* Fixed NissanMicra slightly turning left when driving straight
|
|
|
|
## CARLA 0.8.2
|
|
|
|
* Revamped driving benchmark
|
|
- Changed name from benchmark to driving benchmark
|
|
- Fully Redesigned the architecture of the module
|
|
- Added a lot more documentation
|
|
- Now you can stop and resume the benchmarks you run
|
|
* Rolled back vehicle's location to the pivot of the mesh instead of the center of the bounding box
|
|
* Added relative transform of the vehicle's bounding box to the measurements, player and non-players
|
|
* Added "frame number" to each sensor measurement so it is possible to sync all the measurements based on the frame they are produced
|
|
* Improved vehicle spawner to better handle spawning failures
|
|
* Walkers use now a closer angle to detect vehicles, so they don't stop moving if a car passes nearby
|
|
* Fixed lighting artefact causing the road to change its brightness depending on the distance to the camera
|
|
* Fixed captured images overexposed in Low mode
|
|
* Fixed illegal character in asset name
|
|
* Fixed editing sun azimuth angle in CarlaWeadther.ini had no effect
|
|
* Fixed crash when using a non-standard image size in DirectX (Windows)
|
|
* Fixed issue with using multiple "SceneCaptureToDiskCamera"
|
|
|
|
## CARLA 0.8.1
|
|
|
|
* New Python example for visualizing the player start positions
|
|
* Fixed box extent of non-player agents was sent in centimeters instead of meters
|
|
* Fixed speed limits were sent in km/h instead of m/s
|
|
* Fixed issue in Volkswagen T2 wheels causing it to overturn
|
|
|
|
## CARLA 0.8.0
|
|
|
|
* Upgraded to Unreal Engine 4.18
|
|
* Created our own pedestrian 3D models free to use and distribute
|
|
* Removed Epic's Automotive Materials dependencies
|
|
* 360 Lidars support (similar to Velodyne HDL-32E or VLP-16) thanks to Anton Pechenko (Yandex)
|
|
- Ray-cast based
|
|
- Configurable settings
|
|
- Added methods to save points to disk as PLY file
|
|
* Added quality level settings
|
|
- Low: low quality graphics, about 3 times faster with one camera
|
|
- Epic: best quality (as before)
|
|
* Measurements now use SI units
|
|
- Locations: m
|
|
- Speed: m/s
|
|
- Acceleration: m/s^2
|
|
- Collisions: kg*m/s
|
|
- Angles: degrees
|
|
* Added API methods to convert depth images to a point cloud
|
|
- New method "image_converter.depth_to_local_point_cloud"
|
|
- A supplementary image can be passed to attach colors to the points
|
|
- New client example generates a point cloud in world coordinates
|
|
- Added Transform class to Python API
|
|
* Performance optimizations
|
|
- Significant speed improvements in both Epic and Low modes
|
|
- Fixed materials and improved shaders for roads, architecture, sidewalks, foliage, landscapes, cars, walkers, reflections, water
|
|
- Execution of a set of Project and Engine parameters to improve performance (quality, vsync, AO, occlusion)
|
|
- Generation of the road pieces using static meshes and actors instead of a single actor with instanced meshes
|
|
- Improved performance since now is able to apply occlusion and draw distance
|
|
- Images are captured asynchronously in the render thread
|
|
- In asynchronous mode, images may arrive up to two frames later
|
|
- In synchronous mode, game thread is blocked until images are ready
|
|
- Blueprint code optimizations for vehicles, walkers, and splines
|
|
- Added a way to configure different quality levels with culling distance and materials configuration
|
|
* Refactored sensor related code to ease adding new sensors in the future
|
|
* Added vehicle box extent to player measurements
|
|
* Removed the player from the list of non-player agents
|
|
* Adjusted bounding boxes to vehicles' height
|
|
* Changed vehicles' center to match bounding box
|
|
* Added autopilot mode to manual_control.py
|
|
* Added quality level options to manual_control.py and client_example.py
|
|
* Replaced background landscape and trees by a matte painting
|
|
* Fixed road map generated some meshes twice
|
|
* Small improvements to Windows support
|
|
- Fixed issues with the Makefile
|
|
- Fixed asset names too long or containing special characters
|
|
|
|
## CARLA 0.7.1
|
|
|
|
* New Python API module: Benchmark
|
|
- Defines a set of tasks and conditions to test a certain agent
|
|
- Contains a starting benchmark, CoRL2017
|
|
- Contains Agent Class: Interface for benchmarking AIs
|
|
* New Python API module: Basic Planner (Temporary Hack)
|
|
- Provide routes for the agent
|
|
- Contains AStar module to find the shortest route
|
|
* Other Python API improvements
|
|
- Converter class to convert between Unreal world and map units
|
|
- Metrics module to summarize benchmark results
|
|
* Send vehicle's roll, pitch, and yaw to client (orientation is now deprecated)
|
|
* New RoutePlanner class for assigning fixed routes to autopilot (IntersectionEntrance has been removed)
|
|
* Create a random engine for each vehicle, which greatly improves repeatability
|
|
* Add option to skip content download in Setup.sh
|
|
* Few small fixes to the city assets
|
|
|
|
## CARLA 0.7.0
|
|
|
|
* New Python client API
|
|
- Cleaner and more robust
|
|
- Compatible with Python 2 and 3
|
|
- Improved exception handling
|
|
- Improved examples
|
|
- Included methods for parsing the images
|
|
- Better documentation
|
|
- Protocol: renamed "ai_control" to "autopilot_control"
|
|
- Merged testing client
|
|
- Added the maps for both cities, the client can now access the car position within the lane
|
|
* Make CARLA start without client by default
|
|
* Added wind effect to some trees and plants
|
|
* Improvements to the existing weather presets
|
|
* Build script: skip content download if up-to-date
|
|
|
|
## CARLA 0.6.0
|
|
|
|
* Included Unreal project and reorganised folders
|
|
* Enabled semantic segmentation by default
|
|
* Added Felipe's Python client
|
|
* New build system (Linux only)
|
|
* Few fixes to city assets
|
|
|
|
## CARLA 0.5.4
|
|
|
|
* Added command-line parameter -carla-no-hud
|
|
* Remove override gamma from weather settings
|
|
* Fixed issue road map generation hangs cooking command
|
|
* Organise Python client and make sample script
|
|
* Rename maps
|
|
- CARLA_ORIGIN_0 --> Town02
|
|
- CARLA_ORIGIN_1 --> Town01
|
|
* Fixed Carla-Cola machine falling at begin play
|
|
|
|
## CARLA 0.5.3
|
|
|
|
* Fixed issues with weather
|
|
* Fixed missing building
|
|
|
|
## CARLA 0.5.2
|
|
|
|
* Autopilot mode has been removed, now server sends AI control together with measurements every frame
|
|
* State and position of traffic lights and signs are now included in the measurements too
|
|
* Added a python console client
|
|
* Fixed crash when client sends an invalid player start
|
|
* Fixed some issues with the dynamic weather not looking as it used to do
|
|
* Fixed some collision boxes missing
|
|
|
|
## CARLA 0.5.1
|
|
|
|
* Fixed issue server was destroyed on every reset, closing the connection
|
|
* Fixed issue agent servers connect too late
|
|
* Improvements to the python client
|
|
* Added python client test suite for testing the release
|
|
* Added image converter
|
|
* Fixed missing floor on CARLA_ORIGIN_0
|
|
* Changed sidewalk texture
|
|
* Improvements on the physics of some vehicles
|
|
* More props and decals added to the cities
|
|
|
|
## CARLA 0.5.0
|
|
|
|
* Upgraded to Unreal Engine 4.17
|
|
- Fixes memory leaks
|
|
- Fixes crashes with C++ std classes
|
|
* Redesigned CarlaServer
|
|
- Faster, avoids unnecessary copies
|
|
- Sends images as raw data (no compression)
|
|
- Supports synchronous and asynchronous mode
|
|
- Networking operation have a time-out
|
|
- Synchronous methods have a time-out
|
|
- Pure C interface for better compatibility
|
|
- Unit tests with GoogleTest
|
|
* New server-client protocol
|
|
- Upgraded to proto3
|
|
- Supports repeated fields
|
|
- Optionally send information about all dynamic agents in the scene
|
|
- Now sends transforms instead of locations only
|
|
- Autopilot mode added to control
|
|
* New build system to avoid linkage issues
|
|
* Added autopilot mode
|
|
* Added an on-board camera to the car
|
|
* Added traffic lights and speed limit to player state
|
|
* Added player pawn selection to config file
|
|
* Improved blueprint interface of the C++ classes
|
|
* Some performance improvements to vehicle controllers
|
|
* Fix issues with depth material in Windows
|
|
* Fix issues with random engine not being available for vehicles
|
|
* Fixed issue that compiling a release hang when saving the road map
|
|
* Added more content; 7 vehicles, 30 pedestrians, many decals and props
|
|
* Randomized pedestrian clothing
|
|
* Many improvements and fixes to the city levels and assets
|
|
* Added sub-surface scattering to vegetation
|
|
* Added key binding to change weather during play
|
|
* Added key binding to toggle autopilot mode
|
|
* Added a second camera to the player
|
|
|
|
## CARLA 0.4.6
|
|
|
|
* Add weather presets specific for each level
|
|
* Some map fixes, adjust weather presets specific for each level
|
|
* Fixed regression that some walkers may go at extremely slow and fast speeds
|
|
|
|
## CARLA 0.4.5
|
|
|
|
* Add random seeds to config file
|
|
* Improve logging
|
|
* Removed rotation of map CARLA_ORIGIN_1
|
|
|
|
## CARLA 0.4.4
|
|
|
|
* Fixed regression walkers despawning when stopping after seeing a car
|
|
* Changed, collision is only registered if player moves faster than 1 km/h
|
|
* Fixed issue walkers resume movement after sensing nothing, but the car is still there sometimes
|
|
* Few improvements to the city assets
|
|
|
|
## CARLA 0.4.3
|
|
|
|
* Fixed issue with reward, intersect other lane wasn't sent to the client
|
|
* Improvements to the AI of other vehicles, and how they detect pedestrians
|
|
* Improvements to the AI of the pedestrians, trying to avoid slightly better the cars
|
|
* Made roads collision channel WorldStatic
|
|
* Tune several vehicles' physics and engine
|
|
* Fixed issue with vehicles bouncing back after hitting a pedestrian
|
|
* Add bigger box to pedestrians to avoid accidents
|
|
* Make vehicles spawn in order instead of randomly
|
|
|
|
## CARLA 0.4.2
|
|
|
|
* Fixed issues with the server-client protocol
|
|
* More improvements to the AI of other vehicles, now they barely crash
|
|
* Improved the physics of some vehicles
|
|
* Tweak the city for better AI of other vehicles
|
|
|
|
## CARLA 0.4.1
|
|
|
|
* Improved AI of other vehicles, still needs some adjustment, but now they crash much less
|
|
* Fixed wrong semantic segmentation label of the poles of traffic lights and signs
|
|
* Added randomized vehicle license plates
|
|
* Few improvements to the city assets
|
|
|
|
## CARLA 0.4.0
|
|
|
|
* Made vehicle input more realistic, now reverse and brake use different input
|
|
* Changed server-client protocol
|
|
- CarlaSettings.ini is sent for every new episode
|
|
- Control is extended with brake, reverse and handbrake
|
|
* Set a clearer hierarchy for loading settings files
|
|
* Made camera post-process settings able to change depending on the weather
|
|
* Added basic functionality for NPC vehicles
|
|
* Some improvements to the walker spawner
|
|
* Generate road map metadata on save
|
|
* Added command-line switch -carla-no-networking
|
|
* Improved verbosity control of CarlaServer
|
|
* Fixed issue with server that two threads used 100% CPU
|
|
* Fixed issue with the attachment of the main camera to the player
|
|
* Fixed issues with CarlaServer interface with Unreal, does not use STL containers anymore
|
|
* Fixed issue with server not running below 30 fps at fixed frame rate, added physics sub-stepping
|
|
* Fixed issues with some weather settings
|
|
* Added randomized pedestrians with their AI and animations
|
|
* Added other vehicles with their AI and physics
|
|
* Added traffic lights and signs
|
|
* Tweaked capture image to look similar to main camera
|
|
* Changed car input to match settings in plugin
|
|
* General improvements to levels and assets
|
|
|
|
## CARLA 0.3.0
|
|
|
|
* Added basic dynamic weather functionality
|
|
- Weather and sun light can be changed during game
|
|
- Presets stored in config file CarlaWeather.ini
|
|
- Added some presets for dynamic weather
|
|
* Add basic functionality to spawn pedestrians
|
|
* Split road meshes for intersections and turns for better precission of the road map
|
|
* Better debug for road map
|
|
* Implemented collision count for other cars and pedestrians
|
|
* Command line argument -carla-settings now accepts relative paths
|
|
* Improved performance when semantic segmentation is disabled
|
|
* Improved tagger system
|
|
* Implemented nav-mesh and spawn points for pedestrians
|
|
* Added new cars
|
|
* Added dynamic street lights
|
|
* General improvements to levels and assets
|
|
* Make the car jump
|
|
|
|
## CARLA 0.2.4
|
|
|
|
* Fixed serialization of road map resulting in a huge map size
|
|
* Some optimizations in the vegetation
|
|
* Implemented more LODS
|
|
|
|
## CARLA 0.2.3
|
|
|
|
* Fixed rounding errors in HUD (100% was shown as 99%, 30 FPS as 29 FPS)
|
|
* Fixed crash when player goes out of road map
|
|
* Fixed several issues related to the transform of the road map (wasn't working in CARLA_ORIGIN_1)
|
|
* Make custom depth pass disable by default (semantic segmentation won't work by default)
|
|
* Fixed road width in T-intersections
|
|
* Implement road LOD
|
|
* Fixed missing assets
|
|
|
|
## CARLA 0.2.2
|
|
|
|
* Implemented signals for off-road and opposite lane invasion
|
|
* Fixed linking issues (use Unreal's libpng)
|
|
* Fixed memory leak in PNG compression
|
|
* Added boundaries to the map
|
|
* Several fixes in the map content
|
|
|
|
## CARLA 0.2.1
|
|
|
|
* Fixed the memory leak related to protobuf issues
|
|
* Fixed color shift in semantic segmentation and depth
|
|
* Added in-game timestamp (now sending both OS and in-game)
|
|
|
|
## CARLA 0.2.0
|
|
|
|
* Fixed Depth issues
|
|
* Fixed random crash due to an invalid player start position
|
|
* Added semantic segmentation
|
|
* Changed codification to PNG
|
|
* Camera configuration through config INI file
|
|
|
|
## CARLA 0.1.1
|
|
|
|
* Added build system for Windows and Linux
|
|
* Added more content
|
|
|
|
## CARLA 0.1.0
|
|
|
|
* Added basic functionality
|