Skip to content

Commit cec1c5d

Browse files
committed
docs: add CHANGELOG entry for tagger ComponentTags fix
Signed-off-by: Yutaka Kondo <yutaka.kondo@youtalk.jp>
1 parent c05916d commit cec1c5d

1 file changed

Lines changed: 1 addition & 0 deletions

File tree

CHANGELOG.md

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,6 @@
11
## LATEST Changes
22

3+
* Fixed the semantic segmentation tagger ignoring explicit component tags: `ATagger::TagActor` now uses a component's first `ComponentTags` entry as its `CityObjectLabel` when it names a known label, taking precedence over the content-path-derived label. Imported meshes that live outside the recognized content folders (e.g. third-party or AWSIM maps) can now be tagged per component instead of always rendering as `None`.
34
* Corrected Doxygen parameter names in LibCarla headers to match their function signatures.
45
* Fixed World Partition maps (Town12, Town13, Town15) loading with no actors — empty World Partition window, no streaming cells, vehicles falling through the world — when the CARLA content bundle is cloned into a subfolder of `Content` (the standard layout): the engine resolves one-file-per-actor packages at the mount root (`/Game/__ExternalActors__/...`), while the bundle ships them under `Content/Carla/__ExternalActors__/...`. The Carla module now registers a package mount point per bundle at startup so the names the levels reference resolve to the files the bundle ships, with no content relocation. Contributed by Guillermo Lopez Diest.
56
* Moved the NVIDIA DLSS SDK handling into CMake: configure resolves the SDK (new `CARLA_DLSS_SDK_PATH` option, defaulting to the `DLSS_SDK` environment variable, then `~/SDKs/DLSS`, fetching from NVIDIA's public repository as a last resort; `disabled` opts out) and injects `DLSS_SDK` into every Unreal build, package, and launch command, so `cmake --build`/`launch` work from any shell without `CarlaSetup.sh`'s exports and a bad SDK path fails at configure time instead of mid-build.

0 commit comments

Comments
 (0)