Commit Graph

420 Commits

Author SHA1 Message Date
Michael Alexsander
48027448bf Fix tooltip position in embedded window 2020-12-10 16:11:57 -03:00
Marcel Admiraal
284642be01 Rename Viewport::ClearMode::CLEAR_MODE_ONLY_NEXT_FRAME to CLEAR_MODE_ONCE 2020-12-10 12:24:49 +00:00
Rémi Verschelde
a09846e015
Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-rework
Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
2020-11-28 09:04:25 +01:00
Rémi Verschelde
a6751e6c58
Merge pull request #41100 from bruvzg/ctl_text_server_interface
[Complex Text Layouts] Implement TextServer interface.
2020-11-28 09:03:15 +01:00
reduz
1bcf3c305b Implement signed distance fields for 2D shaders 2020-11-26 10:49:50 -03:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Eric M
efe5c250d5 Implement new shortcuts system.
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
2020-11-23 21:14:26 +10:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Rémi Verschelde
afef8e30ea
Merge pull request #39635 from Meriipu/master_nodrop
do not drop mouseover on WM_MOUSE_EXIT
2020-11-03 20:28:11 +01:00
Rémi Verschelde
c5d8dafec4
Tooltips: Improve code clarity and docs
The return type for `_make_custom_tooltip` is clarified as Control, and users
should make sure to return a visible node for proper size calculations.

Moreover in the current master branch, a PopupPanel will be added as parent
to the provided tooltip to make it a sub-window.

Clarifies documentation for `Control._make_custom_tooltip`, and shows how to
use the (until now undocumented) "TooltipPanel" and "TooltipLabel" theme types
to style tooltips.

Fixes #39677.
2020-11-03 09:19:03 +01:00
reduz
0e6664539d Refactor pixel snapping.
-Rename pixel_snap to snap_2d_to_vertices
-Added snap_2d_to_transforms which is more useful

Fixes #41814
Solves proposal https://github.com/godotengine/godot-proposals/issues/1666
Supersedes #35606, supersedes #41535, supersedes #41534
2020-10-30 08:57:32 -03:00
reduz
84d734da0e Refactored 2D shader and lighting system
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00
Juan Linietsky
85ebf40b6c
Merge pull request #38097 from Calinou/add-viewport-debanding
Add a debanding property to Viewport
2020-10-19 14:15:44 -03:00
Rémi Verschelde
19f72beebb
Merge pull request #42451 from Duroxxigar/rename-toplevel
Renamed toplevel to be top_level
2020-10-02 10:57:23 +02:00
Rémi Verschelde
12091b39d2
Merge pull request #38743 from arrowinaknee/node-config-warnings
Update all get_configuration_warning() to retrieve warnings from the parent
2020-10-01 14:03:29 +02:00
Duroxxigar
b687ace7f9 Renamed toplevel to be top_level 2020-10-01 03:17:33 -04:00
Rémi Verschelde
c217498aa6
Merge pull request #41895 from 11thPenguin/master
Fix minor typo, gui_hid -> gui_hide
2020-09-29 10:35:12 +02:00
Meriipu
e8804b9978 Make the currently hovered control get updated on mouse-release
Previously, when the mouse was released after dragging a scrollbar,
its highlight was not dropped (if the mouse cursor was still inside
the viewport). This seems to be because the currently hovered control
only gets updated when the mouse is moved.

This commit fixes the dropping of the cosmetic highlight by running
the check for whether the currently hovered control has changed on
mouse-clicks, in addition to to the existing mouse-movements.
2020-09-28 16:04:01 +02:00
Eric M
07cb95bbda Tooltip flickering and targeting fixes. 2020-09-15 17:34:29 +10:00
Jonah Stich
f6b14238c7 Fixed minor typo, gui_hid -> gui_hide. 2020-09-08 18:08:21 -07:00
Meriipu
44657db3e2 If the mouse is held on notification_wm_mouse_exit, do not drop focus
This fixes a bug where users of the scrollbar had to be very careful
not to move the mouse outside the viewport, otherwise the scrollbar
would drop its drag-action and stop scrolling until clicked again.

The existing behaviour had the side-effect of also dropping the
cosmetic highlighting of the scrollbar (in addition to the dragging),
for the specific case where the mouse was move outside the window.
The previous behaviour did nothing to remove the highlight if the
mouse was released (but not moved) inside the viewport.

This separate issue with the lingering highlight of the scrollbar
(until a mouse-movement action is performed inside the viewport) is
fixed in an immediate followup to this commit.

Closes bug #39634
2020-09-07 04:11:27 +02:00
Hugo Locurcio
8891579068
Add a debanding property to Viewport
It can be enabled in the Project Settings
(`rendering/quality/screen_filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).
It will also slightly brighten the scene's dark areas.

As a result, it should be enabled only when banding is noticeable enough.

This closes #17006.
2020-08-14 23:12:33 +02:00
George Marques
5cbd032309
Fix input after removing multilevel calls 2020-07-27 15:23:57 -03:00
George Marques
2b9d9bc364
Remove multilevel calls
In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
2020-07-24 14:13:58 -03:00
Juan Linietsky
d3adc53ad9 Ensure cursor shape changes when exiting window, fixes #37724 2020-07-02 14:17:46 -03:00
Rémi Verschelde
0636e2a877
Merge pull request #40020 from reduz/fix-tree-edit-focus
Fix doubleclick on tree item, restore input focus on previous windows.
2020-07-02 07:26:13 +02:00
Juan Linietsky
39a77735bd Add ability to clamp embedded subwindows to parent, fixes #37792 2020-07-01 12:49:35 -03:00
Juan Linietsky
058166fb6c Fix doubleclick on tree item, restore input focus on previous windows.
Closes #37335
2020-07-01 12:46:39 -03:00
Juan Linietsky
239942cfef Ensure embedded mode works again
Also implemented application in/out notifications in X11.
2020-07-01 09:27:43 -03:00
Juan Linietsky
438c380458 Add a separate application focus/in notification out from Window focus notification. 2020-06-30 10:40:06 -03:00
Juan Linietsky
201d606b3d Addition of SDFGI for open world global illumination
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
ArrowInAKnee
9fc2b0fddc Update all get_configuration_warning to retrieve warnings from the parent 2020-05-16 16:07:42 +03:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Rémi Verschelde
f7ca1c805b doc: Sync classref with current source 2020-05-04 16:55:01 +02:00
Rémi Verschelde
878adb22b7
Merge pull request #37717 from qarmin/world_fix
Change non-existent World to World3D
2020-05-04 16:37:40 +02:00
Rémi Verschelde
fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
Rémi Verschelde
b7b46093d8 doc: Sync classref with current source
Add missing enum bindings.
2020-04-20 11:48:00 +02:00
qarmin
559bc3ca87 Change non-existent World to World3D 2020-04-18 11:00:51 +02:00
clayjohn
b50d954cb0 Update many docs with recent rendering changes 2020-04-17 09:47:59 -07:00
Juan Linietsky
5944eb6e7f Implement decals
Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
2020-04-14 11:13:34 -03:00
Juan Linietsky
16ae2cc1bf Add screen space AA option, with FXAA implementation. 2020-04-12 10:57:18 -03:00
Bastiaan Olij
afc8c6391c Renaming all ARVR nodes to XR 2020-04-09 15:33:01 +10:00
Juan Linietsky
4ffc0d6b3f Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
2020-04-08 11:19:43 -03:00
Michael Alexsander
a9e43ac73c Re-expose a simplified version of the stretch properties in SubViewport 2020-04-03 14:11:22 -03:00
Rémi Verschelde
ea7b497065 Replace more occurrences of NULL with nullptr 2020-04-02 14:56:01 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Rémi Verschelde
d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00
Rémi Verschelde
c3a760c507 Fix build with disable_3d=yes, remove dependency on WorldEnvironment 2020-03-27 14:55:14 +01:00
Juan Linietsky
eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Juan Linietsky
9a5d15a2dc Implemented drag and drop across windows, both OS and embedded. 2020-03-26 15:49:46 +01:00
Juan Linietsky
047e0b7de5 Reworked tooltips to use the popup system. 2020-03-26 15:49:45 +01:00
Juan Linietsky
b3080bc2f4 Popups have also been converted to windows
Controls using the old modal API have been replaced to use popups.
2020-03-26 15:49:44 +01:00
Juan Linietsky
c7b4dcae2f Open sub-windows as embedded if the OS does not support them 2020-03-26 15:49:43 +01:00
Juan Linietsky
441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
Juan Linietsky
8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky
f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +01:00
Juan Linietsky
4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Rasmus Vermeulen
760095e28d Clarify the Viewport size warning message 2020-03-17 22:47:20 +01:00
Rasmus Vermeulen
855f4dc193 Add size warning to Viewport Node 2020-03-17 21:33:39 +01:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Fabio Alessandrelli
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Rémi Verschelde
f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Andrii Doroshenko (Xrayez)
fa766265a7 Fix MIMPAMPS typos in constants throughout the engine 2020-02-20 01:31:43 +02:00
Juan Linietsky
cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Juan Linietsky
bed8980ca5 Re-implemented screen space ambient occlusion 2020-02-11 12:15:46 +01:00
Juan Linietsky
bd364d1447 Auto exposure re-implemented in Vulkan 2020-02-11 12:14:23 +01:00
Juan Linietsky
6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky
449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
Juan Linietsky
dc3b47f3ab Vulkan/RD rasterizer now does clean exit. 2020-02-11 11:58:16 +01:00
Juan Linietsky
e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky
1b4281b895 basic 2D engine is more or less working with Vulkan, including editor.
Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky
3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Marcel Admiraal
6d69cd40bd Add do..while(0) wrappers to macros without one.
- Add do..while(0) wrapper to ERR_FAIL_NULL macros.
- Add do..while(0) wrapper to ERR_FAIL_COND macros.
- Add do..while(0) wrapper to ERR_CONTINUE macros.
- Add do..while(0) wrapper to ERR_BREAK macros.
- Add do..while(0) wrapper to CRASH_COND macros.
- Add do..while(0) wrapper to ERR_FAIL macros.
- Add do..while(0) wrapper to ERR_PRINT macros.
- Add do..while(0) wrapper to WARN_PRINT macros.
- Add do..while(0) wrapper to WARN_DEPRECATED macros.
- Add do..while(0) wrapper to CRASH_NOW macros.
2020-02-05 11:19:12 +01:00
Rémi Verschelde
ce75a2f33d
Merge pull request #33987 from nekomatata/own-world-environment
Viewport environment is updated properly when set to own world
2020-01-06 15:26:52 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Rémi Verschelde
3d6f991a17 Revert "Allow tab key to be used for shortcuts"
This reverts commit cafb888361.

Fixes #34405.
Reopens #8799, #24064.
2019-12-18 08:30:39 +01:00
Tomasz Chabora
77a8657633 Scroll ScrollContainer to focused children 2019-12-11 14:29:36 +01:00
PouleyKetchoupp
dc13750189 Viewport environment is updated properly when set to own world
When own_world property is set, the viewport stores a unique resource for the world. With this change it keeps being updated from changes made to the world property instead of storing a default empty world with environment settings that can't be modified.

Fixes #23412
2019-11-29 11:50:10 +01:00
volzhs
cdae65c4a6 Rename External MSAA to AndroidVR MSAA on Viewport property
following up f392c4ea7a
2019-11-20 03:02:11 +09:00
Rémi Verschelde
4b8feff594
Merge pull request #33518 from BastiaanOlij/msaa_ext_modes
Add MSAA mode for Quest
2019-11-11 11:46:50 +01:00
Bastiaan Olij
4e2343160c Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation 2019-11-11 21:02:06 +11:00
Rémi Verschelde
8ffc56c3ca
Merge pull request #29579 from mrcdk/fix_29575
Drop the physics mouseover whenever a input has been handled.
2019-11-11 09:37:27 +01:00
Rémi Verschelde
621dc7022f
Merge pull request #27742 from rxlecky/camera-replication
Game camera override
2019-11-08 10:02:18 +01:00
Rémi Verschelde
2d3fcd0ff0
Merge pull request #30721 from NilsIrl/tab_key
Allow tab key to be used for shortcuts
2019-11-07 18:32:54 +01:00
Erik
8b0546d93b Implement game camera override
Implemented uniform API in Viewport class to override 2D and/or
3D camera.

Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.

Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.

Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
2019-10-23 02:51:32 +01:00
PouleyKetchoupp
e3d4b96ba7 Fixed crashes when renaming a state in AnimationNodeStateMachineEditor
Recursive calls to Control::_modal_stack_remove could cause a crash because of the list element not being invalidated while being erased from the list.

It happens in the state machine case by hiding a line edit control when it loses focus.

Fixes #23808
2019-10-22 16:28:11 +02:00
Michael Alexsander
82863b32de Make tooltips have the same scale as their Controls 2019-10-05 02:04:40 -03:00
Nils ANDRÉ-CHANG
0024dd7bb5 Merge branch 'master' into tab_key 2019-09-26 20:36:12 +01:00
Rémi Verschelde
351c45a461
Merge pull request #32047 from codecustard/fix_scrollwheel_triggering_focus_change
Fix scrollwheel triggering focus change
2019-09-25 15:23:47 +02:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Emmanuel Barroga
b8007b3947 Fix scrollwheel triggering focus change
Clicking or using the scrollwheel outside of the focused control triggers a focus change. This makes sense for mouse clicks, but scrollwheeling outside the focuses control does not. This PR ignores scrollwheeling outside of the focused control.
2019-09-08 18:13:44 -07:00
PouleyKetchoupp
01c9ad1cdf Fixed UI navigation using joy axis inputs
Fixes #31879
2019-09-02 04:36:58 +02:00