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Remove actors from screen when they are supposed to #1699
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Found that when actors are De-spawned the actor visuals are not destroyed. This commit addresses this bug by adding the missing remove logic in RenderUtils. Signed-off-by: Arjo Chakravarty <[email protected]>
Signed-off-by: Arjo Chakravarty <[email protected]>
Codecov Report
@@ Coverage Diff @@
## ign-gazebo3 #1699 +/- ##
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Coverage 77.98% 77.98%
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Files 255 255
Lines 15041 15041
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Hits 11729 11729
Misses 3312 3312 Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here. |
looks like the |
Signed-off-by: Arjo Chakravarty <[email protected]>
Addressed in 2e18af8
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* 🎈 3.14.0~pre1 (#1650) Signed-off-by: Louise Poubel <[email protected]> * Remove redundant namespace references (#1635) Signed-off-by: methylDragon <[email protected]> * 🎈 3.14.0 (#1657) Signed-off-by: Louise Poubel <[email protected]> Signed-off-by: Louise Poubel <[email protected]> * readd namespaces for Q_ARGS (#1670) * Remove actors from screen when they are supposed to (#1699) # 🦟 Bug fix Supercedes #1697. Note: When forward porting we will have to update the hashmaps to erase the new hashmaps created. Fixes #<NUMBER> ## Summary Found that when actors are De-spawned the actor visuals are not destroyed. This commit addresses this bug by adding the missing remove logic in RenderUtils. ## Before  ## After  ## Notes: Theres a lot of hashmaps being populated in RenderUtils whenever a new actor is spawned. I hope I've caught them all. Also while I need these working in garden (as all the projects Im working on use garden), should I backport these changes? Signed-off-by: Arjo Chakravarty <[email protected]> * Update examples to use gazebosim.org Signed-off-by: Nate Koenig <[email protected]> * Citadel: Removed warnings (#1753) Signed-off-by: ahcorde <[email protected]> * Added collection name to About Dialog (#1756) Signed-off-by: ahcorde <[email protected]> * Convert ignitionrobotics to gazebosim in tests directory (#1757) * Convert ignitionrobotics to gaazebosim in tests directory Signed-off-by: Nate Koenig <[email protected]> * fix gz-gazebo Signed-off-by: Nate Koenig <[email protected]> Signed-off-by: Nate Koenig <[email protected]> Co-authored-by: Nate Koenig <[email protected]> * Convert ignitionrobotics to gazebosim in sources and includes (#1758) Signed-off-by: Nate Koenig <[email protected]> Signed-off-by: Nate Koenig <[email protected]> Co-authored-by: Nate Koenig <[email protected]> * Convert ignitionrobotics to gazebosim in tutorials (#1759) Signed-off-by: Nate Koenig <[email protected]> Signed-off-by: Nate Koenig <[email protected]> Co-authored-by: Nate Koenig <[email protected]> * Final update of ignitionrobotics to gazebosim for citadel (#1760) Signed-off-by: Nate Koenig <[email protected]> Signed-off-by: Nate Koenig <[email protected]> Co-authored-by: Nate Koenig <[email protected]> * remove PlotIcon (#1658) Signed-off-by: youhy <[email protected]> Signed-off-by: youhy <[email protected]> * Fix UNIT_ign_TEST Signed-off-by: Nate Koenig <[email protected]> Signed-off-by: Louise Poubel <[email protected]> Signed-off-by: methylDragon <[email protected]> Signed-off-by: Arjo Chakravarty <[email protected]> Signed-off-by: Nate Koenig <[email protected]> Signed-off-by: ahcorde <[email protected]> Signed-off-by: youhy <[email protected]> Co-authored-by: Louise Poubel <[email protected]> Co-authored-by: methylDragon <[email protected]> Co-authored-by: Jenn Nguyen <[email protected]> Co-authored-by: Arjo Chakravarty <[email protected]> Co-authored-by: Nate Koenig <[email protected]> Co-authored-by: Alejandro Hernández Cordero <[email protected]> Co-authored-by: AzulRadio <[email protected]>
🦟 Bug fix
Supercedes #1697. Note: When forward porting we will have to update the hashmaps to erase the new hashmaps created.
Fixes #
Summary
Found that when actors are De-spawned the actor visuals are not destroyed. This commit addresses this bug by adding the missing remove logic in RenderUtils.
Before
After
Notes:
Theres a lot of hashmaps being populated in RenderUtils whenever a new actor is spawned. I hope I've caught them all.
Also while I need these working in garden (as all the projects Im working on use garden), should I backport these changes?
Checklist
codecheck
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