Spawn point logic changes #1
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Description
Spawn points are now generated using generate_waypoints() for random spawns
junction spawns are now handled by get_waypoint_by_lane_id()
next() is being used for junction waypoints because of an issue with s=0 being confused for predecessor road/junction. The module converts waypoint to transform, then for relative vehicle position the transform is used to get waypoint. This led to the waypoint being on the wrong road as the original waypoint was for s=0. Using next() removes the issue.
Where has this been tested?
Possible Drawbacks
There could be edge cases which have not been discovered yet.