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dd #1635
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dd #1635
Commits on Mar 30, 2021
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[Network] Distributing all sensors.
Setting IsAuthoritative dynamically. Messages forwarding support.
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AUTO-6394: Jenkinsfile*: use dockerhub-docker-registry/auto-gitlab-do…
…cker-registry credentials * to login to both auto-gitlab as well as default docker registry (hub.docker.com)
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Commits on Apr 26, 2021
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[Network] Distributed simulation can be run on a single machine with …
…multiple Simulator instances. Fixed stopping sensors download process.
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[Fix] [AUTO-6766] Fix crash in THREE.js loader in WISE for glTF files…
… with TGA or TIF textures
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Commits on Jun 5, 2021
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Use wise.preview.svlsimulator.com for testing the bleeding-edge simulator
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Commits on Jun 8, 2021
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Tool that helps you set the accurate values (position, rotation and s…
…cale) for MapOrigin
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Commits on Jun 22, 2021
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Loader: improve the error message about BundleFormat
* there was missing space before "for Lincoln...": Exception: BundleFormat version com.svlsimulator.4 mismatch expected com.svlsimulator.5for Lincoln2017MKZ eef433df-fd77-41ec-ad6a-0080e05b5428 * re-phrase it, so it's more clear that in this case it was the Lincoln2017MKZ asset being too old with version com.svlsimulator.4 and the Simulator (svlsimulator-linux64-master-1487 too new for that) not the other way around as how the exception text sounded (at least to me and Keith)
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Commits on Jul 2, 2021
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ScenarioManager: don't try to set non-existent IsInitializing property
* it exists only in vse branch where it was added with this commit: https://auto-gitlab.lgsvl.net/HDRP/Simulator/commit/08038b7a2b87e1608aebe757e74d6acd774006fb#b8a2054485aa4aa693a454077a9753bb5fed45cc but it doesn't exist in master causing: 04:10:58 Assets/Scripts/ScenarioEditor/Managers/ScenarioManager.cs(310,13): error CS0103: The name 'IsInitializing' does not exist in the current context * and assign to private isInitialized property directly to fix: 04:10:58 Assets/Scripts/ScenarioEditor/Managers/ScenarioManager.cs(311,13): error CS0200: Property or indexer 'ScenarioManager.IsInitialized' cannot be assigned to -- it is read only
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Commits on Jul 6, 2021
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Assets: add assert for null assetGuid and show its type
* will show at least the type of asset which was null instead of completely useless error shown in exception: PLC_B_15 - Traceback (most recent call last): File "/OE/projects/lgsvl/HDRP/PythonApi/examples/NHTSA/Perform-Lane-Change/PLC_B_15.py", line 44, in <module> ego = sim.add_agent(env.str("LGSVL__VEHICLE_0", lgsvl.wise.DefaultAssets.ego_lincoln2017mkz_apollo5_modular), lgsvl.AgentType.EGO, egoState) File "/OE/projects/lgsvl/HDRP/PythonApi/lgsvl/utils.py", line 23, in new_f return f(*args, **kwargs) File "/OE/projects/lgsvl/HDRP/PythonApi/lgsvl/simulator.py", line 162, in add_agent uid = self.remote.command("simulator/add_agent", args) File "/OE/projects/lgsvl/HDRP/PythonApi/lgsvl/remote.py", line 69, in command raise Exception(data["error"]) Exception: Value cannot be null. Parameter name: path2 * the Player.log exception with a stack trace shows at least some context for this error, but still doesn't show which type of asset it was (so it's still difficult to guess which assetGuid was null (Bridge in this case): Failed to start 'Random' simulation ArgumentNullException: Value cannot be null. Parameter name: path2 at System.IO.Path.Combine (System.String path1, System.String path2) [0x00011] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Simulator.Web.WebUtilities.GenerateLocalPath (System.String assetGuid, Simulator.BundleConfig+BundleTypes type) [0x00020] in <de43adacb40d4d31837e9d3d6facd55d>:0 at Simulator.Web.DownloadManager.GetAsset (Simulator.BundleConfig+BundleTypes type, System.String assetGuid, System.String name, System.IProgress`1[T] progressCallback) [0x0009b] in <de43adacb40d4d31837e9d3d6facd55d>:0 at Simulator.Loader+<StartSimulation>d__43.MoveNext () [0x002da] in <de43adacb40d4d31837e9d3d6facd55d>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Simulator.<StartSimulation>d__43:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(<StartSimulation>d__43&) Simulator.Loader:StartSimulation(SimulationData) <>c__DisplayClass18_1:<Parse>b__2() ConnectionManager:Update() loader status: Loading->Error Value cannot be null. Parameter name: path2 * with this change applied it's at least showing the type of asset which is null: PLC_B_15 - Traceback (most recent call last): File "/OE/projects/lgsvl/HDRP/PythonApi/examples/NHTSA/Perform-Lane-Change/PLC_B_15.py", line 44, in <module> ego = sim.add_agent(env.str("LGSVL__VEHICLE_0", lgsvl.wise.DefaultAssets.ego_lincoln2017mkz_apollo5_modular), lgsvl.AgentType.EGO, egoState) File "/OE/projects/lgsvl/HDRP/PythonApi/lgsvl/utils.py", line 23, in new_f return f(*args, **kwargs) File "/OE/projects/lgsvl/HDRP/PythonApi/lgsvl/simulator.py", line 162, in add_agent uid = self.remote.command("simulator/add_agent", args) File "/OE/projects/lgsvl/HDRP/PythonApi/lgsvl/remote.py", line 69, in command raise Exception(data["error"]) Exception: assetGuid must not be null when trying to get $Bridge asset. Assertion failure. Value was Null Expected: Value was not Null
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This reverts commit 733aff096b2b57e6175ae81a250690b8e7479150.
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Commits on Jul 23, 2021
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- Sensor visualizer can now support multiple feeds - Added support for uncompressed image message format - Bridge message dispatcher now support sub-pools for each message format
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Commits on Aug 5, 2021
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Commits on Aug 6, 2021
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Commits on Aug 9, 2021
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SDF: allow selection of model path
refactor to split into more classes/files check orientation and size of collision is correct
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Commits on Aug 10, 2021
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Commits on Aug 11, 2021
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Commits on Aug 13, 2021
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Commits on Aug 17, 2021
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Commits on Aug 18, 2021
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Added check for traffic lane info presence to improve error handling.
Some comments and minor code refactor.
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Get bridge by name, not a type
Signed-off-by: Piotr Jaroszek <piotr.jaroszek@robotec.ai>
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Commits on Aug 19, 2021
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Commits on Aug 23, 2021
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Commits on Aug 24, 2021
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AUTO-6872: Update docker image handling
- Do not use URI since a docker image is not an URI - Get rid of separated registry and image in favor of single registryImage - Update debug logging a bit
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AUTO-6872: Adopt docker terminology
Docker Registry VS Repository VS Image VS Tag https://developers.redhat.com/blog/2016/01/13/a-practical-introduction-to-docker-container-terminology#repository TL;DR: 1. Image is Repository + Tag 2. Same string could be either a repository or an image implying `latest` tag Example: Docker Hub's `amazon/aws-cli:latest` is an image where `amazon/aws-cli` is the Repository and `latest` is the Tag ``` minikube:30080/svlcontent/testcaserunner/pythonapi:v42 <- registry ->| <---------- repository -------------------------->|tag ``` The Registry is a hosting service for Repositories. Docker Hub is just a registry that is used by default.
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Commits on Aug 25, 2021
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Jenkins: pin aws-cli version to 2.2.20
* to match what other HDRP projects are using instead of using whatever is latest when running the build, last simulator build from master: https://auto-jenkins.lgsvl.net/job/simulator/job/master/1582/ was already using 2.2.26, but downgrade back to 2.2.20 is OK and then we'll upgrade all projects at the same time in controlled way (there is new aws-cli release almost every day, but we don't need to update so often). * changes: aws/aws-cli@2.2.20...2.2.26
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AUTO-6719: Jenkins/README.md: fix typos and variable name
* DOCKER_IMAGE_NAME should be SIMULATOR_DOCKER_IMAGE
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AUTO-6719: Jenkins/README.md: export FORCE_DEV_BUILD and CODE_SIGNING…
…_FILE as well * without CODE_SIGNING_FILE docker-compose will fail with: ERROR: Cannot create container for service build-simulator: create .: volume name is too short, names should be at least two alphanumeric characters * and without FORCE_DEV_BUILD: /mnt/Jenkins/build-simulator.sh: line 60: FORCE_DEV_BUILD: unbound variable
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Jenkins/check-unity-log.sh: check also for 'Player build result: Fail…
…ed!' * instead of detecting failed build just because of missing output binary
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Jenkins: use local UNITY_DOCKER_IMAGE
* instead of global configure variable from Jenkins
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Jenkins: use hdrp/unityci/editor docker image
* built in: https://auto-jenkins.lgsvl.net/view/Jenkins%20test/job/unityci-docker-image/12/console but https://hub.docker.com/layers/unityci/editor/ubuntu-2020.3.3f1-windows-mono-0.13.0/images/sha256-3eaa8da58fda00f5f198527339b5839a46f3af6f3f0eca8e8f1f4a0510665f64?context=explore https://hub.docker.com/layers/unityci/editor/ubuntu-2020.3.3f1-mac-mono-0.13.0/images/sha256-9ff06baedd8ff428d6151c36ea91494d70058fa2282d1fd458dcff6b1021f1cd?context=explore https://hub.docker.com/layers/unityci/editor/ubuntu-2020.3.3f1-android-0.13.0/images/sha256-c8f65a43f7436ccd082e658a9b683f0db5c81ea3c71e764e3ce886e6e9743e5e?context=explore should work as base image as well (just different base image for each platform until game-ci/docker#116 is merged upstream and some image with combination of platforms we use is on dockerhub.
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Jenkins: add some explanation about the EDITOR_DOCKER_IMAGE and how t…
…o build it locally
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Jenkins: use more generic gpu-vulkan label
* I've updated auto-jenkins builders to use this, instead of a bit confusing unity3d-2019.4 prefix as we're using 2020.3.3f1 version now
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Commits on Aug 27, 2021
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Jenkins: get-assets.sh: show a bit more debug output
* S3_DOWNLOAD_HOST variable was still pointing to assets.dev.lgsvlsimulator.com which was shutdown on July 18th and now all asset bundle builds were failing without any useful output when FORCE_REBUILD wasn't enabled, because this script runs with "set -e" and curl was returning error: 6 Couldn't resolve host. The given remote host was not resolved. so the Jenkins build suddenly failed without any output: 12:13:24 > git lfs pull origin # timeout=10 12:13:25 Commit message: "update mats" [Pipeline] echo 12:13:25 INFO: Checked out following Environments: CubeTown,... [Pipeline] sh 12:13:25 > git rev-list --no-walk e030b652049c9ae0af4978d7cdf3d64933167c7f # timeout=10 12:13:25 SUBFOLDERS=CubeTown ... [Pipeline] } [Pipeline] // script [Pipeline] } [Pipeline] // stage [Pipeline] stage [Pipeline] { (Checkout Vehicles) Stage "Checkout Vehicles" skipped due to earlier failure(s) only after adding -x to get-assets it was showing reasonable output to figure out what went wrong: 12:58:48 ++ basename Assets/External/Environments/CubeTown 12:58:48 + NAME=CubeTown 12:58:48 + [[ ! CubeTown =~ @tmp ]] 12:58:48 ++ GIT_DIR=Assets/External/Environments/CubeTown/.git 12:58:48 ++ git rev-parse HEAD 12:58:48 + ID=d1acb0b59326407c91906cb3a0a3901286adc984 12:58:48 + '[' 0 -eq 1 ']' 12:58:48 ++ curl -sILw '%{http_code}\n' https://assets.dev.lgsvlsimulator.com/v2/d1acb0b59326407c91906cb3a0a3901286adc984/environment_CubeTown -o /dev/null 12:58:48 + CHECK=000 [Pipeline] } [Pipeline] // script [Pipeline] } [Pipeline] // stage [Pipeline] stage [Pipeline] { (Checkout Vehicles) Stage "Checkout Vehicles" skipped due to earlier failure(s) include enough output to show what this script is doing during the build (without all the clutter from -x).
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Jenkins: build-bundles.sh: use 4 spaces for indentation
* it was using mix of 2 and 4 spaces
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Jenkins: build each bundle in separate Unity invocation
* Unity now fails when building many bundles at the same time so many separate jenkins jobs needs to be triggered to build them one-by-one, change build-bundles.sh to build them separately there, this way all the assets can be checked out by the Jenkins job and then only the Unity build is invoked separately
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Jenkins: Checkout bundle sources to .external-assets
* to prevent Unity importing all the available assets when we want to build just one of them * then inside the for loop in build-bundles.sh always move the source directory from .external-assets to External and move it back after the build * also check if the Asset bundle was created in expected location * this also helps when there are many Assets selected in Jenkins job parameters, but get-assets.sh filters only very few of them to be built (without FORCE_REBUILD being used)
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Commits on Aug 31, 2021
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Commits on Sep 1, 2021
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AUTO-5652: Jenkins: Remove scenario runner from Simulator zipfile
* rename the "*-linux64-${OUTPUT_SUFFIX}-norunner.zip" back to normal "*-linux64-${OUTPUT_SUFFIX}.zip" and remove whole bundleScenariosRunner step * drop SCENARIOS_RUNNER_DOCKER_TAG job parameter * update UNITY_DOCKER_IMAGE_TAG in release job to match normal job and bundle jobs * use env.OUTPUT_SUFFIX in normal job as release job was using since 5d3a47d
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Commits on Sep 2, 2021
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[UPDATE Sentry] [AUTO-7735] Add simulator version to sentry event ext…
…ra details and remove screen orientation
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Commits on Sep 7, 2021
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Fix NPC assembly could be empty
also fix development mode bridge should be null if no bridge can be selected for local prefab
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Replace Docker Dotnet assembly with source checkout: git@github.com:dotnet/Docker.DotNet.git e51de97addebec71c1b1dd7f399f06e381a1044c remove tests
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Modifications to DockerDotnet source
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named pipes in .net on windows block writing until a previous read has finished. Use peek to check if anything can be read, and if not back off for 100ms, during which we can write.
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Commits on Sep 8, 2021
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[Core] NPC/Pedestrian pool no longer removes existing agents.
NPCs and Pedestrians gets despawned before being destroyed. SimulatorManager creates new SegmentationIdMapping on simulation init.
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Commits on Sep 9, 2021
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Commits on Sep 10, 2021
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Extracted Pedestrians' behaviours from the PedestrianController.
Fixed time to collision effector.
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Commits on Sep 13, 2021
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Commits on Sep 14, 2021
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Commits on Sep 16, 2021
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Commits on Sep 17, 2021
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Jenkins: Fix unityci based docker image
* switches from ubuntu-18.04 to ubuntu-20.04 to fix vulkan renderer * install libvulkan1 and remove ca-certificates * update the comments * we're using -force-vulkan in our builds * install libvulkan1 as it was before the switch to unityci docker image because without this Unity will fail to detect Vulkan and use llvmpipe renderer instead, which results in all black preview images in Assets bundles and we also use -force-vulkan, so it's a bit surprising that missing libvulkan1 wasn't fatal error * without mesa-vulkan-drivers vulkaninfo would fail with: root@0ea8660cc34a:/# vulkaninfo ERROR: [Loader Message] Code 0 : loader_scanned_icd_add: Could not get 'vkCreateInstance' via 'vk_icdGetInstanceProcAddr' for ICD libGLX_nvidia.so.0 Cannot create Vulkan instance. This problem is often caused by a faulty installation of the Vulkan driver or attempting to use a GPU that does not support Vulkan. /build/vulkan-tools-KEbD_A/vulkan-tools-1.2.131.1+dfsg1/vulkaninfo/vulkaninfo.h:371: failed with ERROR_INCOMPATIBLE_DRIVER but having mesa-vulkan-drivers in the image breaks Unity trying to use Vulkan * I don't see ca-certificates being used * use latest hdrp/unityci/editor docker image built in: https://auto-jenkins.lgsvl.net/view/docker/job/unityci-docker-image/28/ * don't use xvfb-run * update image-info-lgsvl.source when starting from editor-lgsvl instead of regular editor from Docker Hub the /opt/unity/image-info-lgsvl.source would already be there but we don't overwrite it, instead add another section after IMAGE_APP="unity-editor-simulator" showing few more details, but drop UNITY_CHANGESET, UNITY_MODULES params as they are never set when building ${UNITY_DOCKER_IMAGE_TAG}-simulator image and we "inherit" them from editor-lgsvl image used in EDITOR_DOCKER_IMAGE
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Jenkins: show some output about signing the windows64 executable
* otherwise it shows just "Succeeded" or "Failed" in the log without any context to guess that it's from osslsigncode
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Jenkins: build-bundles: retry building each bundle upto 3 times
* when rebuilding CubeTown many times in the same workspace I always get segfault like: 19:06:26 Launched and connected shader compiler UnityShaderCompiler after 0.03 seconds 19:06:44 Caught fatal signal - signo:11 code:1 errno:0 addr:0xd0000000e 19:06:44 Obtained 25 stack frames. 19:06:44 #0 0x007f72a328a3c0 in funlockfile 19:06:44 #1 0x007f72a3141c5b in memcpy 19:06:44 #2 0x007f71edcabf64 in vk_optimusGetDeviceProcAddr 19:06:44 #3 0x0056107c6dad75 in vk::TaskExecutor::HandleCommandStream(GrowableBuffer*, VkCommandBuffer_T*) 19:06:44 #4 0x0056107c6d9fe6 in vk::TaskExecutor::ExecuteCommandbuffers(vk::CommandBuffer**, int) 19:06:44 #5 0x0056107c6d6c33 in vk::TaskExecutor::DoFlush(VkFence_T*, VkSemaphore_T*, unsigned long) 19:06:44 #6 0x0056107c6a3e07 in GfxDeviceVK::SubmitCurrentCommandBuffers(VkSemaphore_T*) 19:06:44 #7 0x0056107c6a5721 in GfxDeviceVK::FinishRendering() 19:06:44 #8 0x0056107c61f4dd in GfxDeviceClient::FinishRendering() 19:06:44 #9 0x0056107bf9b506 in AssetHotreload() 19:06:44 #10 0x0056107f0fb8ff in AssetHotreload(core::hash_set<UnityGUID, core::hash<UnityGUID>, std::equal_to<UnityGUID> > const&) 19:06:44 #11 0x0056107f1964e7 in RefreshInternalV2(AssetDatabase::UpdateAssetOptions, ScanFilter const&, InternalRefreshFlagsV2) 19:06:44 #12 0x0056107f180712 in StopAssetImportingV2(AssetDatabase::UpdateAssetOptions, InternalRefreshFlagsV2, ScanFilter const*) 19:06:44 #13 0x0056107f180cb1 in RefreshV2(AssetDatabase::UpdateAssetOptions) 19:06:44 #14 0x0056107f0e5181 in AssetDatabase::Refresh(AssetDatabase::UpdateAssetOptions) 19:06:44 #15 0x0056107e4fdeb3 in Application::InitializeProject() 19:06:44 #16 0x0056107f03e606 in InitializeUnity(void*) 19:06:44 #17 0x007f72a39c3be8 in g_source_get_time 19:06:44 #18 0x007f72a39c304e in g_main_context_dispatch 19:06:44 #19 0x007f72a39c3400 in g_main_context_dispatch 19:06:44 #20 0x007f72a39c36f3 in g_main_loop_run 19:06:44 #21 0x007f72a405837d in gtk_main 19:06:44 #22 0x0056107f03dfce in main 19:06:44 #23 0x007f72a30aa0b3 in __libc_start_main 19:06:44 #24 0x0056107bd72029 in _start 19:06:44 /usr/bin/unity-editor: line 11: 11 Segmentation fault (core dumped) /opt/unity/Editor/Unity "$@" when building in workspace with empty "Library" directory and re-running it in the same workspace 2nd time (keeping "Library") finishes OK Rerun each bundle build upto 3 times before giving up and showing an error. Show summary at the end to easily find if some bundles still need to be re-triggered or fixed. * re-try the initial "fetch license" as well as it was sometimes failing there already (before starting any bundle build) * we do something similar in build-simulator.sh already, for "check" function
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Jenkins: remove some unnecessary changes
* now when Unity doesn't segfault when Library is empty we can remove some work arounds which seemd to fix some of the segfault causes * we still cannot use Xvfb, it still segfaults even when repeating build 3 times and keeping Library between the builds * use latest hdrp/unityci/editor docker image built in: https://auto-jenkins.lgsvl.net/view/docker/job/unityci-docker-image/30/
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[Pedestrians] [AUTO-7842][AUTO-7924] Removed NavSystem from pedestria…
…n waypoint behaviour.
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Jenkins: fix unbound S3_BUCKET_ACL
* previous MR was merged so fast that the test build didn't even start before that, fix unbound S3_BUCKET_ACL and counting of BUNDLEs * fix shebangs in upload-bundles*.sh to bash as other scripts are using, we have (useless) "function" bashism inside, so lets not claim /bin/sh compatiblity
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Commits on Sep 20, 2021
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Commits on Sep 22, 2021
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[Fix] Fixed agents rotation in follow waypoints commands.
Fixed loading scenes in the Python API.
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Commits on Sep 23, 2021
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Revert "[AUTO-7425] Add an API command for canceling destination"
This reverts commit 4656555.
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Commits on Sep 24, 2021
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Commits on Sep 27, 2021
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