CHANGELOG¶
Development branch¶
- head : Fix a bug that prevents object mask generation
- v0.3.8 :
- Integrate cnpy into unrealcv
- Add
vget /camera/depth npy
, which can return tensor as a numpy binary.
- v0.3.7 :
- Add
vget /camera/lit png
to retrieve binary data without saving it.
- Add
- v0.3.6 :
- Change docs from markdown to reStructuredText
- Add docker to automate tests
- Add
vset /action/keyboard [key_name] [delta]
- v0.3.5 : Add vexec to support the invocation of blueprint functions, Add
GetWorld()
inFCommandHandler
. - v0.3.4 : Delay the object mask painting from initialization code
- v0.3.3 : Add
vget /scene/name
- v0.3.2 :
- Add
vget /unrealcv/version
- Add
vset /action/eyes_distance
- Fix
vget /camera/[id]/location
to support multiple cameras - Update test code
- Add
- v0.3.1 : Fix GWorld issue
v0.3.0 - Stability improvement¶
- Add support for Unreal 4.13, 4.14
- Stability improvement, fix crash caused by the usage of GWorld
- Fix some incorrect ground truth, blueprint actor not correctly displayed.
- Add playground project
- Add docs to docs.unrealcv.org
- Add API documentation created by doxygen
- Fix an issue that prevents the packaging of games.
- Add vrun command to exec UE4 built-in command
API update:
vrun [built-in command]
vset /camera/[id]/moveto [x] [y] [z]
# With collision enabled
v0.2.0 - First public release¶
Features
- Add communication to UE4Editor and a compiled game
- Add Python and MATLAB client to communicate with UnrealCV server
- Add ground truth extraction, include: depth, object-mask, surface normal
- Add support for Linux, Win and Mac
Initial API, see more details in the command list
vget /objects
vget /object/[obj_name]/color
vset /object/[obj_name]/color [r] [g] [b]
vget /camera/[id]/location
vget /camera/[id]/rotation
vset /camera/[id]/location [x] [y] [z]
vset /camera/[id]/rotation [pitch] [yaw] [roll]
vget /camera/[id]/[viewmode]
vget /camera/[id]/[viewmode] [filename]
vset /viewmode [viewmode]
vget /viewmode
vget /unrealcv/status
vget /unrealcv/help
The upcoming release will follow the concept of Semantic Versioning