* 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