- 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_map(name)
,client.reload_map()
, andclient.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()
andget_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, useworld.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
andno_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"
- 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
- 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
- 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 anActorList
object withfilter
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
andcarla.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) andcarla.LidarMeasurement
(locations) - Added
carla.Vector3D
for (x, y, z) objects that are not acarla.Location
- Removed
client.ping()
,client.get_server_version()
accomplishes the same - Renamed
contains_X()
methods tohas_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
- 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
- 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
- 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
- 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
- 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"
- 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
- 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
- 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
- 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
- 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
- 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
- Fixed issues with weather
- Fixed missing building
- 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
- 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
- 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
- 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
- Add random seeds to config file
- Improve logging
- Removed rotation of map CARLA_ORIGIN_1
- 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
- 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
- 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
- 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
- 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
- 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
- Fixed serialization of road map resulting in a huge map size
- Some optimizations in the vegetation
- Implemented more LODS
- 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
- 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
- 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)
- 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
- Added build system for Windows and Linux
- Added more content
- Added basic functionality