https://github.com/carla-simulator/carla

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Revision Author Date Message Commit Date
b048783 Terrain Rois Presets bug fixed 26 October 2022, 08:00:52 UTC
eeace87 Terrain ROIs presets 25 October 2022, 16:19:21 UTC
5bf4097 Aollero/terramechanics actors and rois preview (#5867) * Show and hide detailed noise * Heightmap material updated for previous commit * Addition of soil type query code to terramechanics component * Bug creating vegetation and teramechanics actors fixed * Terrain Rois Presets Co-authored-by: bernat <bernatx@gmail.com> 25 October 2022, 15:37:26 UTC
7682d2e Aaron/particlesheightmapfix (#5864) * 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 Co-authored-by: Axel <axellopez92@outlook.com> 25 October 2022, 14:13:30 UTC
9830bca changed value of material hiding distance 25 October 2022, 09:56:43 UTC
810c653 fixed bug where only one tile was processed. 25 October 2022, 09:56:43 UTC
9718e23 Terramechanics and Vegetation manager actors 25 October 2022, 07:50:13 UTC
0ec4cbd Invert range warpped from [0,1] range to [-1,1] 25 October 2022, 07:50:13 UTC
bb679c5 Removed unnecessary ; 24 October 2022, 14:58:24 UTC
0902572 Added local frame option. Fixed inputs for NN 24 October 2022, 14:58:24 UTC
bc23f26 Luis/vegetation videos (#5861) * fixed pool increasing size fast. * Fixed pools * get the vehicle each frame * Fixed bug when starting a new manual control script. * Fixed xerces-c dependency * fixed xerces-c dependencies * Adding backup for xerces-c library * Fix the duplication of collision capsules, and remove the impulse with static bones * enable impulse force again, for static bones * nullptr tile bug fixed Co-authored-by: Axel <axellopez92@outlook.com> Co-authored-by: bernatx <bernatx@gmail.com> 24 October 2022, 08:35:29 UTC
bcf3471 Ignore large maps for testing spawn points 20 October 2022, 22:29:49 UTC
c5abee5 anticipation algorithm updated 20 October 2022, 14:25:31 UTC
f628f20 Adding backup for xerces-c library 20 October 2022, 08:31:16 UTC
2f73923 fixed xerces-c dependencies 20 October 2022, 08:31:16 UTC
4e4d59f Fixed xerces-c dependency 19 October 2022, 08:37:10 UTC
416ef2b Aaron/deformation (#5837) * Added deformation effect multiplayer as parameter * Removal Particles from container multithreaded * Paralelize particle update, get less particles just taking texture radius, changing how we get intersecting tiles * Added min max displacement parameters * Fixed tiles not being searched correctly, fixed probable race condition Co-authored-by: Axel <axellopez92@outlook.com> 18 October 2022, 07:58:51 UTC
16ec77d Added terramechanics flag to manual_control.py 18 October 2022, 07:58:10 UTC
9765e39 Added terramechanics atribute 18 October 2022, 07:58:10 UTC
6c4d676 Prevent from segfault OnTriggerEndOverlap In case the OtherActor is not a Vehicle just return 17 October 2022, 14:21:58 UTC
39a827e spelling 17 October 2022, 14:18:24 UTC
43029d4 updated linux build docs 17 October 2022, 14:18:24 UTC
a4f5c26 added extra traffic manager functions 17 October 2022, 14:18:24 UTC
e753be9 corrected image paths in content authoring vehicles 17 October 2022, 14:18:24 UTC
3482f6f first steps code typos 17 October 2022, 14:18:24 UTC
6117e54 Aollero/terrain rois (#5834) * Terrain rois defined within the user widget * Improvementes in ROIs blending with original heightmap * Rois Tiling fixed * Support for multiple ROIs (overlapping bug) * Minor improvementes in river placement * Support for Spreaded and specific actors ROIs * Soil type Rois supported in widget * Soil type assignment to main map container actor * Soil type queried from soil type actor soil list and tag * Cleaning code * Basic Spreaded Actors feature * Single selection for specific actors placement * Misc Persistent state for specific location actors implemented * Spreaded Actors feature completed * Spreaded Actors Tagged, offset and delete option code * Specific Location Actor basic implementation * Specific actor placement feauture completed * Terrain Editor Bugs Fixed * Missing icon * Smoothing terrain boundaries * Sewing between terrain tiles * Terrain overlapping ROIs not allowed * Overlapping message bug fixed * Preset c++ funtions * Improvements in the terrain generation * Presets creation * Terrain preset feature finished * Missing references fixed * Format errors fixed * Last format fixes * Error in static member * Changing tabs for spaces * Identation to spaces * Duplicated include deleted Co-authored-by: bernat <bernatx@gmail.com> 17 October 2022, 14:17:22 UTC
5e4e82a upgrade zlib to 1.2.13 and add backup 17 October 2022, 07:37:49 UTC
f6348a2 Fix smoke test 13 October 2022, 12:30:58 UTC
9c751a7 Fixed bone rotation for vegetation 13 October 2022, 11:35:49 UTC
f3065f2 Fixed terrain_type = 0 not processing the input 13 October 2022, 11:35:49 UTC
f0b4e6a Fixing unsigned variable 13 October 2022, 11:17:58 UTC
7a39d4f Add variable and check if not zero to avoid divide by zero 13 October 2022, 11:17:58 UTC
4e94922 Fix shared_ptr cycles in C++ carla::Client carla::client::detail::Simulator had a strong reference from carla::client::LightManager, which meant that deleting the client-facing carla::Client did not actually delete the Simulator object, meaning that it remained connected. Fix that. 13 October 2022, 10:50:04 UTC
38b0209 content version 11 October 2022, 20:29:17 UTC
dec92e6 Fixed collision detection 11 October 2022, 14:03:32 UTC
aeac45b 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> 10 October 2022, 10:32:25 UTC
67d7da7 changelog 28 September 2022, 11:54:04 UTC
e9a7c32 Adding new attachment type 'SpringArmGhost' 28 September 2022, 11:54:04 UTC
89ba3f0 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> 28 September 2022, 11:53:43 UTC
0d9b05b 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> 23 September 2022, 14:37:52 UTC
a6be1a6 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> 23 September 2022, 13:39:09 UTC
634066c content version and avoid large map test 16 September 2022, 14:45:40 UTC
df8be9a remove check 16 September 2022, 07:41:28 UTC
db1637a changelog 16 September 2022, 07:40:49 UTC
00882c6 Automatic spawn points are placed now at 0.5 over the road (instead of 3m) 16 September 2022, 07:40:49 UTC
dd20b23 content versions 05 September 2022, 12:33:21 UTC
e26d002 Fixed walker respawn in large maps 05 September 2022, 12:27:28 UTC
cebdcc1 Added folder to cook always with parked vehicles 04 September 2022, 21:04:34 UTC
122f96d Fix the static mesh factory 04 September 2022, 15:25:05 UTC
7c3fbee Fixed signal position when not aligned with the lane 04 September 2022, 15:13:02 UTC
db69a1a Added static signals 04 September 2022, 15:13:02 UTC
608d128 Fix traffic light bounding box issue. 04 September 2022, 15:12:36 UTC
9d99bb7 Fix compilation in Ubuntu 04 September 2022, 15:12:36 UTC
91430a3 Now the world position of the bounding box return the right rotation (it was applied twice) 04 September 2022, 15:12:36 UTC
27b9390 Make relative position for generated trigger boxes 04 September 2022, 15:12:36 UTC
8f8d0fd Removing some log 04 September 2022, 15:12:36 UTC
e032ae5 Return the merged result of all generated trigger boxes as the bounding box of the actor 04 September 2022, 15:12:36 UTC
9bb8f41 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 30 August 2022, 15:14:07 UTC
5daeb4d adding structure for vehicle definition (managing parked vehicles) 29 August 2022, 09:57:22 UTC
0ef84b2 Updating wget when downloading fbxsdk 26 August 2022, 07:55:42 UTC
f1529a0 update numbers 26 August 2022, 07:53:57 UTC
71fa77d CHANGELOG updated 17 August 2022, 13:32:00 UTC
46089af Compute displacement direction when moving signals 17 August 2022, 13:32:00 UTC
e33c340 CHANGELOG 16 August 2022, 10:20:42 UTC
af5b233 Added offset detection and expose parameters 16 August 2022, 10:20:42 UTC
e8a2bd3 PR changes 01 August 2022, 13:14:19 UTC
bc4b633 Displace signals outside driving and shoulder lanes 01 August 2022, 13:14:19 UTC
9a5508e PR changes 29 July 2022, 08:33:22 UTC
be79ffd Changed enum to intenum 29 July 2022, 08:33:22 UTC
0a0b426 Safer intersection handling 29 July 2022, 08:33:22 UTC
4085965 new content version 28 July 2022, 09:32:43 UTC
cca9b6a Checking pointers 27 July 2022, 21:33:50 UTC
af0e257 changing log message 27 July 2022, 20:10:23 UTC
0fd9336 Fix syntax 27 July 2022, 17:19:53 UTC
27290eb Fixing vegetation foliage destruction 27 July 2022, 17:13:35 UTC
a918627 Switch tabs to spaces. 27 July 2022, 16:02:16 UTC
ad62c86 Minor fix. 27 July 2022, 16:02:16 UTC
78ab5b4 Add CheckWeatherPostProcessEffects. 27 July 2022, 16:02:16 UTC
89303a4 Add blendable check in NotifyWeather too. 27 July 2022, 16:02:16 UTC
dd7d785 Fix path error in Linux. 27 July 2022, 16:02:16 UTC
554f308 Remove UPROPERTY VisibleAnywhere 27 July 2022, 16:02:16 UTC
910450e Fixed issues when combining weather-related postprocess materials with non-rgb sensors. 27 July 2022, 16:02:16 UTC
93dddd0 Changing some logs 27 July 2022, 15:52:24 UTC
b4b1a27 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. 27 July 2022, 14:57:25 UTC
078cf0f 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 25 July 2022, 13:32:29 UTC
5c4b37c Changing log priority of some messages 25 July 2022, 13:26:55 UTC
c5e03e5 Split long line 25 July 2022, 13:26:55 UTC
67d7df7 Changing from weak_ptr to shared_ptr for storing sessions 25 July 2022, 13:26:55 UTC
55854bf Changes to return some non-const objects 25 July 2022, 13:26:55 UTC
f97575b changeslog 25 July 2022, 13:26:55 UTC
c504e94 Changing log_info to log_debug 25 July 2022, 13:26:55 UTC
f10b83c Stream is removed when the sensor is destroyed 25 July 2022, 13:26:55 UTC
cb0ae25 Fixing compilation 25 July 2022, 11:02:00 UTC
3335c75 Secondary server listener is now closed (in editor it was still open) 25 July 2022, 11:02:00 UTC
3083c8e Fix to import into Carla content directly, instead of on a new package 22 July 2022, 14:14:44 UTC
5348c0e changelog 22 July 2022, 14:14:44 UTC
be2525f Fix decals when importing a map (was messing with other .json files) 22 July 2022, 14:14:44 UTC
411184f Fixed bug for 0 distance 22 July 2022, 13:21:28 UTC
81c8ab2 Revert manually changes 22 July 2022, 07:29:08 UTC
e7df4ea Removed whitespaces 22 July 2022, 07:29:08 UTC
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