Changelog for
rcssserver3d-0.7.7-1.5.i586.rpm :
* Thu May 30 2024 Hannes Braun
- 0.7.7Update to 0.7.7
* Rule Changes: - The default margin of the Nao\'s catch effector is now double the size as before. The new safe margin is 10cm, the new maximum margin is 18cm. - A new kick pass effector has been added to the Nao robot. When triggered, the ball will be propelled 3 to 5 meters away from the robot, simulating a kick, as soon as the agent touches the ball. The agent has 4 seconds to touch the ball after triggering the effector (see parameter \"PassModeDuration\"). The restrictions are the same as for the pass mode. However, other agents will not be repelled if they get close.
* Add rcssserver3d-link-boost.patch to keep compatibility with openSUSE Leap
* Sat Mar 18 2023 Hannes Braun - 0.7.6Update to 0.7.6
* Rule Changes: - A ball holding penalty will be issued if an agent keeps the ball for too long (\"BallHoldMaxTime\" and \"BallHoldGoalieMaxTime\"). If the ball travels more than \"BallHoldMaxDistance\" meters while being held, a penalty will be issued too. The penalty will only be issued if an opponent is closer than \"BallHoldOppDistance\". An agent is considered to be holding the ball if, during PlayOn mode, the ball is within \"BallHoldRadius\" meters of the agent and no opponents are closer to the ball. \"BallHoldResetTime\" defines the time after which the timer for ball holding for an agent resets. - The Nao robot percepts vision every second cycle. - The Nao robot is now equipped with a catch effector on each lower arm. When activated the ball sticks to the effector given the ball is near and its velocity is low enough. These limits fluctuate. The ball may only be caught for the time specified with \"CatchTime\". A cooldown of \"CatchCooldownTime\" is required to reset the timer. - The penalty shootout format got an update. A kicker and a goalie from both teams join simultaneously. The agents kick alternately. The ball is placed at a fixed position. The agent is beamed to a position behind the ball. The agent is only allowed to touch the ball once. The time for a single shot is limited. The server determines automatically if the penalty shootout as a whole is over. There\'s no need to restart the server between two kicks anymore.
* Sun Nov 13 2022 Hannes Braun - 0.7.5Update to 0.7.5- Other Changes: - Adjust scripts and soccer monitor to work with Spark 0.3.4 - Support ARM builds
* Mon Jun 27 2022 Hannes Braun - 0.7.4Update to 0.7.4- Rule Changes: - Increased drop-ball-time from 15 to 20 seconds.- Bug Fixes: - Fixed drawing of agent collisions for RoboViz.
* Fri Jan 15 2021 Jannik Seiler - 0.7.3Update to 0.7.3- Rule Changes: - Changing pass mode so that a team can score after their pass mode has ended as soon as multiple players from the team have touched the ball with at least one touch coming after the ball has traveled outside the location of the pass mode opponent protection circle when pass mode was active. - Making it so that touching and illegal defense penalties are no longer penalized by beaming but instead players are repositioned on the field to appropriate locations. Also fixing up the safe repositiong code a little to be more efficient and to directly account for players\' positions after they have been desiganted to be repositioned to new locations when repositioning other players. Additionally making repositioning a little safer by not moving players inside a goal or too close to the ball. - Extending the automatic referee for charging fouls so that they can be called between any two agents colliding instead of only within groups of two agents (they would never be called for larger groups of touching agents). Also taking the average position of all current collision points between two agents colliding instead of just the most recent evaluated collision point when determing if charging has occurred. - Checking both current and updated (being moved this simulation step) player and ball positions before allowing pass mode to be activated. Also preventing a team from activating pass mode if they\'re currently touching the ball as doing so will result in the undesireable behavior of pass mode immediately ending before it really starts.- Bug Fixes: - Fix calibration error in robot frame of reference and applied to all spherical coordinates. - Fixing bug where illegal defense was sometimes not being called or was removing the wrong player from the penalty area. - Fixing potential segfault that can happen when evaluating touch groups with goalies and agents that have enforceable fouls. Also removing unused variable that was causing a warning. - Fix issues with touch groups and touching fouls where incorrect agents were sometimes penalized and groups of agents touching larger than the allowed size might not be penalized at all.- Other Changes: - Reformatting code a little to have more standard indentations -- no functional changes. - Moving some of the state values for determining when a team can score after pass mode from SoccerRuleAspect to GameStateAspect. - Sending information needed for reporting the status of pass mode and related scoring eligibility to the monitor.
* Mon Jun 17 2019 Jannik Seiler - 0.7.2Update to 0.7.2- Pass mode is a new playmode that can be initiated by an agent of a team, in which the corresponding team gets some extra privileges for a short amount of time in exchange for some constraints to increase the possibility of a successful pass.Once pass mode for a team has been issued the following happens:
* The playmode changes to \"pass_left\" or \"pass_right\" depending on which team has initiated the pass playmode
* The opponent team is prevented from getting within a certain distance of the ball which is the same as the minimum distance any opponent can be from the ball for the passmode to be initiated (default 1.0 meters)
* The pass playmode will end as soon as a player touches the ball or a certain amount of time has passed (default 4 seconds)
* After pass mode has ended the team who initiated the pass mode is unable to score for a certain amount of time (default 10 seconds) -- if a team does core within that time the opponent is awarded a goal kick just as if a goal had been scored off an indirect kick- The pass command will only be successful if the following conditions are met:
* The current playmode is PlayOn
* The agent issuing the pass command is within a certain distance of the ball (default 0.5 meters)
* No opponents are within a certain distance of the ball (default 1.0 meters)
* The ball is stationary as measured by having a speed no greater than a certain amount (default 0.05)
* A certain amount of time has passed since the last time the agent issuing the pass command\'s team has been in pass mode (default 3 seconds)- Self Collisions:
* Self collisions (collisions between body parts of an agent) are now detected without the use of a physics engine and penalized with loss of control of the involved limbs (default) or beaming the agent to the side. This is achieved by freezing joints involved in a self collision for SelfCollisionJointFrozenTime, and then unfreezing the joints and let them be controlled again before being potentially flagged for another selfcollision for SelfCollisionJointThawTime. Each joint is monitored individually such that only those joints involved in a self collision can be specified as needing to be frozen. Currently all joints in an arm or leg are frozen if any box collider in that arm or leg is involved in a self collision. The penalty for a self collision can be changed to beaming an agent if desired. Additionally an output file can be specified to write self collision info to.- Rectangular Goals:
* Changed goal colliders to resemble a rectangular shape
* Added new object files and the corresponding material definition files for visualizing rectangular goals
* Sun Dec 02 2018 Jannik Seiler - 0.7.1Update to 0.7.1
* Bug Fixes: - Fixed bug where double touches on kicks (kickoffs, free kicks, kick-ins, corner kicks) were not always being detected correctly - Fixed bug where if a player is touching the ball right when the wait time at the beginning of a kick play mode ends the play mode could end up recording the touch and inadvertently end the kick. - Fixed bug where if two players enter their own penalty area at the same time, and in doing so cause the maximum allowed number of players in the penalty area to be exceeded, both players will be called for illegal defense even if the team is only one player over the allowed number of players in the penalty area. - Fixed issue where free kicks and kicks-in printed an error message and didn\'t behave correctly if the ball has yet to be touched by an agent.
* Rule Changes: - The automated referee will no longer move/reposition agents on top of each other or into their own penalty area if it will trigger an illegal defense penalty. This is accomplished by doing a breadth first search around the position that an agent is to be repositioned to until a safe position is found. The number of positions that will be considered by the breadth first search is bounded by the MaxNumSafeRepositionAttempts value (default 100) in naosocersim.rb. Setting this value to 0 turns this feature off. If ever the server isn\'t able to safely reposition a player it will print an error message. - The order in which players are evaluated for fouls and are penalized is now randomized so as to not have any bias associated with players\' teams and uniform numbers. - Averaging the velocity of an agent over the last 3 time steps instead of 5 when determining charging fouls. This allows agents to reduce their effective velocities faster so as to have a better chance of avoiding charging fouls when colliding with an opponent. - Removing code that takes into account the opponent\'s velocity moving away from a colliding agent when determining fouls. This code was decreasing the likelihood of an agent being called for a foul when running down an opponent from behind. - Turning off crowding rules in naosoccersim.rb - Adding StartAnyFieldPosition flag (default false) to naosoccersim.rb. Turning this flag on allows agents to be at, beam, or be moved to any position on the field at the start of kickoffs including the opponent\'s side of the field.