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Fixed bug pedestrians and parked vehicles #933
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axelbr
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Aug 7, 2023
* Added parking removal to crossing actors * Fixed bug pedestrians and parked vehicles * Improved pedestrian code Co-authored-by: Guillermo <g.loepzdiest@gmail.com>
glopezdiest
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Nov 16, 2023
* New parsing (#858) * Improved junction scenarios to work on routes * Added basic agent to the SyncArrival behavior * Improved all routes * Updated to use new route planner * Improved synchornization for S7 adn S9 * WIP: Added new background activity * Minor fixes * Planner changes * Added compatibility with CARLA 0.9.12 * Pretty code * Changed S9 to an actor flow * Improved synchronization of crossing scenarios * WIP: Improve synchronization * First working behavior * Fixed other leading vehicle scenario speed bug * Created new S2 for routes and added it to routes * Better ControlLoss + fix missplaced route scenarios * Improved actor flows with new python agent * Minor fixes * Cleanup and some example changes * Added CHANGELOG * Removed unused atomic behaviors * Pretty code * Added missing BA code * Removed constant velocity agent * Added other parameters * Pretty code * Fixed CHANGELOG * Pretty code * Fixed sceario parsing bug * Minor fixes * CHANGELOG * Minor fixes * Fixed bug with agent's route * Improve actor flow scenarios (#859) * Improved actor flow behavior * CHANGELOG Co-authored-by: Guillermo <g.loepzdiest@gmail.com> * Changes in Actor Flow, implementation of Accident and Construction, changes to BA (#863) * Initial testing * Changed ActorFlow to Town04 * WIP: ActorFLow at routes * WIP2: Actor Flow * Changes to Accident and Construction blocking scenarios Implementation of chages in BA to allow TM lane changes through set_path * Improve road behavior, actor flow and accident scenarios * Construction scenario implementation Co-authored-by: Guillermo <g.loepzdiest@gmail.com> * Changed ActorFlow to use the TrafficManager * Routes can now have scenario specific criterias * Scenarios are now route specific * Added urban bicycle flow prototype * Added CHANGELOG (#870) Co-authored-by: Guillermo <g.loepzdiest@gmail.com> * Added VehicleOpensDoor scenario * Minor changes * Fixed bug with new JucntionScenarioManager (#873) Co-authored-by: Guillermo <g.loepzdiest@gmail.com> * Added dynamic weathers to routes * Improved traffic event handling (#877) Co-authored-by: Guillermo <g.loepzdiest@gmail.com> * Added HighwayExit scenario * Added minimum speed criteria * Pretty code * New Parking Exit scenario * General improvements (#884) Co-authored-by: Guillermo <g.loepzdiest@gmail.com> * Improve bycicle flow scenario * Changed BA 'RemoveLane' for 'SwitchLane' * New LB2.0 scenario improvements * Refined BA's target speed Co-authored-by: Guillermo <g.loepzdiest@gmail.com> * Added HighwayCutIn scenario * Improved HighwayCutIn * CHANGELOG Co-authored-by: Guillermo <g.loepzdiest@gmail.com> * Added Idle (#898) Co-authored-by: Guillermo <g.loepzdiest@gmail.com> * Added ParkingCutIn scenario * New MergerIntoSlowTraffic scenario * Updated _remove_junction_entry * Update highway_cut_in.py * Added MergerIntoSlowTraffic scenario * Update background_manager.py * Added MergerIntoSlowTraffic route * Added MergerIntoSlowTraffic scenario * Improve night mode (#902) * Added lights beahvior to rotues * Improved lights and automatic TM lights Co-authored-by: Guillermo <g.loepzdiest@gmail.com> * Add yield to emergency vehicle scenario * Add new scenario PedestrianCrossing * New Blocked intersection scenario * Added InvadingTurn scenario * Added Static cut in scenario * Added BicycleAtSideLane scenario * Improved route's timeout * Leaderboard 2.0 scenario improvements * Fixed several merge errors * New scenario improvements * Removed debug messages * Added scenario timeouts * Added frame to traffic events * Added realtime to OutsideRouteLanesTest * More Leaderboard 2.0 scenario improvements * Route obstacles + parked vehicle destruction * Scenarios no longer spawn old vehicles * Added variable flow to route obstacles * Added VehicleTurningRotue variations * Added noise to control loss * Route improvements * MinSpeed criteria checkpoints + Pedestrian patch * Fix bug PedestrianCrossing * Fixed bug pedestrians and parked vehicles (#933) * Added parking removal to crossing actors * Fixed bug pedestrians and parked vehicles * Improved pedestrian code Co-authored-by: Guillermo <g.loepzdiest@gmail.com> * Removed old test routes * Fixed bug with YieldtoEV criteria * Minor parameter changes * Improved scenarios * Added hand brake to BlockedIntersection * Revereted some of the constructions changes * Some parameter changes * Removed unused code * Prettyfied some criteria * Fixed units bug * Parameter change * Changed opposite flow parameters * Minor robustness changes * Removed police car from several scenarios * Updated highway cut in parameters * Final parameter changes + some minor BA changes * Added vehicle opens door stop * Fixed VehicleOpensDoor * Added ActroFlow patch * Minor sensor destruction change * Changes numpy version to match CARLA's * Minor fix * Added tm ports to BA * Added the port to all set autopilots * Minor improvement to result writer and debug * Added missing sensor destruction * Added spawn transforms to CDP actors * Added ratio to min speed * fix duplicate env initialization during runtime * check location in DriveDistance * add is_runtime_init_mode process * fix weather * Added ScenariOTrigger blackboard * removed whitespaces * Added a lock at CDP * Added Leaderboard 2.0 changelog * Added Leaderboard 2.0 routes * Fixed bug with MinimumSpeedRouteTest * Added Release 0.9.15 --------- Co-authored-by: Guillermo <g.loepzdiest@gmail.com> Co-authored-by: Jacopo Bartiromo <32928804+jackbart94@users.noreply.github.com> Co-authored-by: Tay Yim <yan_sy@126.com> Co-authored-by: yuting <88497445+13370724230@users.noreply.github.com> Co-authored-by: dudu_fang <108377816+May-fang@users.noreply.github.com> Co-authored-by: threewater-wang <60544237+threewater-wang@users.noreply.github.com> Co-authored-by: joel-mb <joel.moriana@gmail.com>
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Description
Fixed bug pedestrians and parked vehicles. Parked vehicles are now spawned at runtime in the leadeboard.
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