Releases: rsasaki0109/RoboSim
Releases · rsasaki0109/RoboSim
Release list
v0.1.0
What's Changed
- feat(rne_ai): mobile pick observations, base lock, and mm_mobile IK by @rsasaki0109 in #28
- feat(rne_ai): heading-based mobile drive and IK clutter approach by @rsasaki0109 in #30
- feat(rne_ai): complete mobile clutter navigate-grasp-place E2E by @rsasaki0109 in #31
- fix(rne_ai): stabilize mm_minimal settle physics and remove linux gates by @rsasaki0109 in #32
- feat(rl): mobile clutter CEM + PPO bench smokes (v0.13 Phase C) by @rsasaki0109 in #33
- release: v0.13.0 by @rsasaki0109 in #34
- test(dynamics): analytic-reference dynamics validation suite by @rsasaki0109 in #37
- feat(urdf): external URDF ingestion — SO-101, LeKiwi base, cart by @rsasaki0109 in #38
- feat(web): browser wasm viewer MVP by @rsasaki0109 in #36
- feat(rne_ai): two-finger grasp gating with weld-anchor retarget (v0.14 Phase A) by @rsasaki0109 in #35
- fix(rne_ai): grasped-object forward standoff (README hero clipping) by @rsasaki0109 in #39
- fix(examples): correct hero carry standoff for elbow-observation offset by @rsasaki0109 in #40
- fix(examples): arc the hero pick lift over the arm instead of rushing it by @rsasaki0109 in #41
- fix(examples): grasp the hero cube with real physics instead of keyframes by @rsasaki0109 in #42
- fix(rne_ai): damp mm_mobile arm servo sway with a stiff uncommanded hold by @rsasaki0109 in #43
- docs(roadmap): mark v0.14 Phase A grasp visual realism done by @rsasaki0109 in #44
- ci(ros2): fix red rne_ros2_bridge / rne_ros2_node jobs (missing simulation_interfaces) by @rsasaki0109 in #45
- feat(rne_ai): friction-based grasp core behind opt-in GraspMode (v0.14 Phase B) by @rsasaki0109 in #46
- Add typed robot behavior CI by @rsasaki0109 in #47
- Add PLATEAU CityGML import and traversal GIFs by @rsasaki0109 in #48
- Add PLATEAU road lanes and Ackermann traffic by @rsasaki0109 in #49
- Improve PLATEAU city-drive visual realism by @rsasaki0109 in #50
- Improve PLATEAU city-driving cinematic realism by @rsasaki0109 in #51
- Add PLATEAU LOD2 appearance texture rendering by @rsasaki0109 in #52
- Import official PLATEAU Sanjo drive demo by @rsasaki0109 in #53
- Add directional shadow maps by @rsasaki0109 in #54
- Add realistic PLATEAU traffic vehicles by @rsasaki0109 in #55
- Add PLATEAU streetscape grounding by @rsasaki0109 in #56
- Add signalized PLATEAU turn by @rsasaki0109 in #57
- Add traffic domain foundation by @rsasaki0109 in #58
- Add deterministic traffic asset schema v1 by @rsasaki0109 in #59
- Import PLATEAU road semantics by @rsasaki0109 in #60
- Build deterministic traffic topology by @rsasaki0109 in #61
- Add deterministic urban traffic replay by @rsasaki0109 in #62
- Stabilize mobile clutter CEM smoke by @rsasaki0109 in #63
- Build official Sanjo 100-vehicle traffic pipeline by @rsasaki0109 in #64
- Add deterministic multi-route Sanjo urban traffic by @rsasaki0109 in #65
- Add physics-aware LiDAR to Sanjo traffic by @rsasaki0109 in #66
- Add physics-aware camera sensor model by @rsasaki0109 in #67
- Physics-aware IMU, ray drop, vehicle dynamics, and controller evaluation by @rsasaki0109 in #68
- Parallelize CI into cached stages by @rsasaki0109 in #69
- Shard the CI test stage with nextest hash partitioning by @rsasaki0109 in #70
- Consume sensor latency in the control loop by @rsasaki0109 in #71
- Ride the Sanjo sensors on a dynamic-bicycle chassis by @rsasaki0109 in #72
- Render the LiDAR cloud like a real viewer and slim the README by @rsasaki0109 in #73
- Multibody disturbance injection with a measured Go2 actuation map by @rsasaki0109 in #74
- Go2 fall-versus-save: sustained pushes, weak motors, and a measured two-channel recovery by @rsasaki0109 in #75
- Go2 motion-is-stability demo and the measured steering boundary by @rsasaki0109 in #76
- Learn a Go2 turning overlay and measure where learning hits the boundary by @rsasaki0109 in #77
- Generalize the Go2 contact schedule and pin the refuted steering hypothesis by @rsasaki0109 in #78
- Open the torque-level actuation pathway on the Go2 by @rsasaki0109 in #79
- Walk the Go2 on torque control and pin the force-level steering nulls by @rsasaki0109 in #80
- Break the Go2 steering plateau with a learned torque-space turn by @rsasaki0109 in #81
- Buy a chaos-robust Go2 torque turn with an ensemble-median objective by @rsasaki0109 in #82
- Place the Sanjo vehicle on real OSM tiles with a speed and steering HUD by @rsasaki0109 in #84
- Close the loop: a state-feedback torque policy that turns while walking by @rsasaki0109 in #83
- Command the turn: a yaw-rate reference makes the policy steer both ways by @rsasaki0109 in #85
- Refute the authority hypothesis and close the torque-policy chapter by @rsasaki0109 in #86
- Open the duty range into flight and pin that the search declines to fly by @rsasaki0109 in #88
- Refute the slip hypothesis: the feet are not slipping by @rsasaki0109 in #90
- Render the torque-steering hero GIF by @rsasaki0109 in #91
- Open the learned-locomotion chapter: learned torques out-walk the trot by @rsasaki0109 in #92
- Port the torque pathway to the G1 humanoid by @rsasaki0109 in #93
- The humanoid takes its first real steps by @rsasaki0109 in #94
- Speed up the robust G1 stride by @rsasaki0109 in #95
- Add the G1 learned stride hero GIF by @rsasaki0109 in #96
- Add the Go2 pure torque policy path by @rsasaki0109 in #97
- feat: add Go2 velocity and terrain policy by @rsasaki0109 in #98
- feat: finish legged locomotion learning foundation by @rsasaki0109 in #99
- feat: extend robust G1 stride speed sweep by @rsasaki0109 in #100
- add commanded G1 locomotion benchmark by @rsasaki0109 in #101
- improve G1 hero test bay background by @rsasaki0109 in #102
- shorten README overview by @rsasaki0109 in #103
- Add bounded G1 heading-yaw v0.2 benchmark by @rsasaki0109 in #104
- Add PBR material foundation for photoreal test bay by @rsasaki0109 in #105
- Add normal and roughness maps to PBR materials by @rsasaki0109 in #106
- Add glTF PBR asset import by @rsasaki0109 in #107
- Add HDR environment lighting (v0.3-B) by @rsasaki0109 in #108
- Add opt-in temporal anti-aliasing by @rsasaki0109 in #109
- Add prefiltered environment lighting by @rsasaki0109 in #110
- Add glTF humanoid skinning and animation sampling by @rsasaki0109 in #111
- feat(render): add GPU glTF skinning player by @rsasaki0109 in #112
- feat(examples): integrate attributed rigged humanoid asset by @rsasaki0109 in #113
- feat(examples): add Unitr...