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BREAKING COMMIT - switch to ml-agents 0.14.0
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Diff for: CONTRIBUTING.md

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Diff for: Dockerfile

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@@ -122,9 +122,15 @@ RUN apt-get update && apt-get -y upgrade
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# xvfb is used to do CPU based rendering of Unity
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RUN apt-get install -y xvfb
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# Install ml-agents-envs package locally
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COPY ml-agents-envs /ml-agents-envs
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WORKDIR /ml-agents-envs
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RUN pip install -e .
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# Install ml-agents package next
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COPY ml-agents /ml-agents
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WORKDIR /ml-agents
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RUN pip install .
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RUN pip install -e .
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# port 5005 is the port used in in Editor training.
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EXPOSE 5005

Diff for: Project/.gitignore

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/[Ll]ibrary/
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/Logs/
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/[Tt]emp/
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/[Oo]bj/
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/[Bb]uild/
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/[Bb]uilds/
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/Assets/AssetStoreTools*
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/Assets/Plugins*
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/Assets/Demonstrations*
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/Assets/ML-Agents/Timers*
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/csharp_timers.json
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# Environemnt logfile
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*Project.log
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# Visual Studio 2015 cache directory
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/.vs/
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# Autogenerated VS/MD/Consulo solution and project files
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/ProjectExportedObj/
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/Project.consulo/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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# Unity3D generated meta files
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*.pidb.meta
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# Unity3D Generated File On Crash Reports
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/sysinfo.txt
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# Builds
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*.apk
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*.unitypackage
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*.app
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*.exe
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*.x86_64
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*.x86
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# Plugins
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/Assets/VideoRecorder*
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# Mac hidden files
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*.DS_Store
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*/.ipynb_checkpoints
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*/.idea
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*.pyc
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*.idea/misc.xml
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*.idea/modules.xml
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*.idea/
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*.iml
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*.cache
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*/build/
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*/dist/
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*.egg-info*
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*.eggs*
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*.gitignore.swp
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# VSCode hidden files
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*.vscode/
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.DS_Store

Diff for: UnitySDK/Assets/Game.meta renamed to Project/Assets/Game.meta

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Diff for: UnitySDK/Assets/Game/3D/Materials/zombox1.mat renamed to Project/Assets/Game/3D/Materials/zombox1.mat

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serializedVersion: 6
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: palette
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: zombox1
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
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m_ShaderKeywords:
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m_LightmapFlags: 4
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Diff for: UnitySDK/Assets/Game/UI/memorywipedP2.png.meta renamed to Project/Assets/Game/UI/memorywipedP2.png.meta

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Diff for: Project/Assets/ML-Agents/Editor.meta

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#if UNITY_CLOUD_BUILD
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using UnityEditor;
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public class DisableBurstFromMenu
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{
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/// This method is needed to disable Burst compilation on windows for our cloudbuild tests.
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/// Barracuda 0.4.0-preview depends on a version of Burst (1.1.1) which does not allow
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/// users to disable burst compilation on a per platform basis. The burst version 1.3.0-preview-1
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/// allows for cross compilation, but is not released yet.
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///
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/// We will be able to remove this when
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/// 1. Barracuda updates burst 1.3.0-preview-1 or
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/// 2. We update our edior version for our tests to 2019.1+
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public static void DisableBurstCompilation()
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{
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EditorApplication.ExecuteMenuItem("Jobs/Burst/Enable Compilation");
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}
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}
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#endif

Diff for: Project/Assets/ML-Agents/Editor/DisableBurstFromMenu.cs.meta

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Diff for: Project/Assets/ML-Agents/Editor/Tests.meta

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using System;
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.Build.Reporting;
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namespace MLAgents
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{
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public class StandaloneBuildTest
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{
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public static void BuildStandalonePlayerOSX()
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{
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string[] scenes = { "Assets/ML-Agents/Examples/3DBall/Scenes/3DBall.unity" };
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var buildResult = BuildPipeline.BuildPlayer(scenes, "testPlayer", BuildTarget.StandaloneOSX, BuildOptions.None);
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var isOk = buildResult.summary.result == BuildResult.Succeeded;
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var error = "";
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foreach (var stepInfo in buildResult.steps)
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{
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foreach (var msg in stepInfo.messages)
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{
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if (msg.type != LogType.Log && msg.type != LogType.Warning)
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{
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error += msg.content + "\n";
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}
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}
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}
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if (isOk)
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{
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EditorApplication.Exit(0);
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}
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else
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{
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Console.Error.WriteLine(error);
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EditorApplication.Exit(1);
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}
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Debug.Log(error);
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}
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}
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}

Diff for: Project/Assets/ML-Agents/Editor/Tests/StandaloneBuildTest.cs.meta

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Diff for: Project/Assets/ML-Agents/Examples/3DBall/Demos.meta

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Diff for: Project/Assets/ML-Agents/Examples/3DBall/Demos/Expert3DBall.demo.meta

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Diff for: Project/Assets/ML-Agents/Examples/3DBall/Demos/Expert3DBallHard.demo.meta

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