By using the NativeDateTimeResolver, it is possible to maintain Kind and perform faster serialization. Fixed single channel compressed (BC4) cookies on main light. AA templates now generate 14 byte jmp scripts when holding down ctrl; Foundcode dialog: Replace now toggles between nop and original. If you want to configure it as the default resolver, you can use MessagePackSerializer.Typeless.RegisterDefaultResolver. Then disable the Has Exit Time property on the transitions. More infoSee in Glossary in the SceneA Scene contains the environments and menus of your game. This page describes those event functions and explains how they fit into the execution sequence. Fixed a post-processing rendering issue with non-fullscreen viewport. Remember that you need to play an animation with your animated body, make this one visible again and see if its moving properly. This way the animation is physically simulated, which allows for more realistic interactions with the environment. Data structure for cache. Fixed a project import issue in the LWRP template. The foldouts in the Lightweight Asset inspector UI now remember their state. A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. A Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. Fixed an issue in Light2D that caused a black line to appear for a 360 degree spotlight. Fixed an issue where objects in the preview window were affected by layer mask settings in the default renderer. Key codes returned by Event.keyCode. Part of the deprecated .NET 3.5 runtime. Fixed issue where using a ForwardRendererData preset would cause a crash. We will guide you on how to place your essay help, proofreading and editing your draft fixing the grammar, spelling, or formatting of your paper easily and cheaply. Class which is capable of launching user's default app for file type or a protocol. Fixed an issue where Sprites on one Sorting Layer were fully lit even when there's no 2D light targeting that layer. WebFormal theory. 2D Renderer: The per Blend Style render texture scale setting was replaced by a global scale setting for all Blend Styles. If use UnityBlitWithPrimitiveArrayResolver, it supports int[], float[], double[] too. Bokeh Depth of Field performance improvement: moved some calculations from GPU to CPU. When you create a new LWRP Asset, it will now be initialized with settings that favor performance on mobile platforms. To open the Publishing Settings, go to Edit > Project Settings, select Player, select the Android icon, and open the Publishing Settings panel. Haptics take on the form of an impulse, with an amplitude and duration. Multipass rendering is a requirement on many VR platforms and allows graceful fallback when single-pass rendering isn't available. And It will try to match each long type (per 8 character, if it is not enough, pad with 0) using automata and inline it when generating IL code. Each InputFeatureUsage corresponds to a common input action or type. The new file paths do not have spaces. Only native iPhone, Android, and Windows Store Apps are supported. Of course, IntKey is fastest but StringKey also performs reasonably well. Provides an interface to get time information from Unity. BillboardAsset describes how a billboard is rendered. LWRP now uses non-square shadowmap textures when it renders directional shadows with 2 shadow cascades. Fixed light attenuation precision on mobile platforms. Same as StandardResolver but allow serialize/deserialize private members. IMessagePackSerializationCallbackReceiver. Empty implementation of IScriptableRuntimeReflectionSystem. The lists do not show all contributions to every state ballot measure, or each independent expenditure committee The following table lists the standard controller InputFeatureUsage names and how they map to the controllers of popular XR systems: (1) Sandwich button refers to the Vive menu button. This enum describes what should be done on the render target when the GPU is done rendering into it. Allows the asynchronous read back of GPU resources. C# 9.0 record with primary constructor is similar immutable object, also supports serialize/deserialize. Added SHADER_HINT_NICE_QUALITY. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Fixed double sided and clear coat multi editing shader. Docs for these Shaders: Baked Lit, Particles Lit, Particles Simple Lit, and Particles Unlit. To match the, The application uses a standard, non-full-screen, movable window. You can now hold shift while using the cursors to move; laststate isn't saved in tables anymore (unless ctrl is Request support or replacement parts online, integrate support APIs into your help desk or train your staff on our products and solutions. Please note that any serializable struct or class must have public accessibility; private and internal structs and classes cannot be serialized! Dependencies. First, lets lock the motion on all axis for every joint, since we want body parts only to rotate around each other, not to slide along. First of all, mpc requires .NET Core 3 Runtime. The extremely fast MessagePack serializer for C#. Describes a renderer's sorting layer range. Texture.isReadable must be true. The MessagePack.ReactiveProperty package adds support for types of the ReactiveProperty library. Updated the tooltips for Light 2D Inspector. Unity Collections package using System.Runtime.CompilerServices.Unsafe.dll), to avoid conflicts, please delete the DLL under Plugins. Used now for Built-in to Universal conversion. Changed shader naming to conform to our SRP shader code convention. Switch from Azure Pipelines to GitHub Actions for unity build, Bump Newtonsoft.Json in /benchmark/SerializerBenchmark, Apply StyleCop.Analyzers and conform to it, Apply vs-threading analyzers and fix issues they found, Merge branch 'master' into mergeMasterToDevelop, MessagePack for C# (.NET, .NET Core, Unity, Xamarin), Serializing readonly/immutable object members (SerializationConstructor), Deserialization Performance for different options, Comparison with protobuf, JSON, ZeroFormatter, Hints to achieve maximum performance when using MessagePack for C#, Use indexed keys instead of string keys (Contractless), Multiple MessagePack structures on a single Stream, Primitive API (MessagePackWriter, MessagePackReader), Main Extension Point (IFormatterResolver), AOT Code Generation (support for Unity/Xamarin), comparison with JSON, protobuf, ZeroFormatter section, Multiple MessagePack structures on a single, this SO answer from a protobuf-net author. Feel free to use it as you please. Containing 5.8 per cent of the world population in 2020, the EU generated a they pass through a strict screening and multiple testing. Object that is used to resolve references to an ExposedReference field. This section of the Unity User Manual provides information about all of the Unity-supported input devices for virtual reality A system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. Added camera additional data component to control shadows, depth and color texture. Select which CPUs you want to allow the application to run on (32-bit ARM, 64-bit ARM, 32-bit x86, and 64-bit x8664). Fixed an issue that causes double sRGB correction on Quest. Devices supporting these forms of interactive applications can be referred to as XR devices. Settings that let you set various player-specific options for the final game built by Unity. The total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0. LWRP now has three interactive Autodesk shaders: Autodesk Interactive, Autodesk Interactive Masked and Autodesk Interactive Transparent. StringKey works by reading map length, for (map length) { decode key, lookup key, binary decode }, so it requires an additional two steps (decoding of keys and lookups of keys). Note: Json and binary skeleton data files exported from Spine 4.0 or earlier will not be readable by the spine-unity 4.1 runtime! Fixed issue that caused some properties in the camera to not be bolded and highlighted when edited in prefab mode. Use the Resolution and Presentation section to customize aspects of the screens appearance. Assembly level attribute. Blend Style in the 2DRendererData are now automatically enabled/disabled. Returns true if the VTOnly checkbox was checked when the texture was imported; otherwise returns false. Describes the desired characteristics with respect to prioritisation and load balancing of the queue that a command buffer being submitted via Graphics.ExecuteCommandBufferAsync or [[ScriptableRenderContext.ExecuteCommandBufferAsync] should be sent to. Fixed UniversalRenderPipelineAsset now being able to use multiedit, Fixed memory leak with XR combined occlusion meshes. Now, we need to configure this as a ragdoll, the first step is adding a Rigidbody to each body part and setting an adequate weight, I use this as a reference of weight per body part for humanoids. Like how in Uncharted Nathan uses his hands to explore nearby objects when you pass by, or how in GTA you get these amazing reactions to collisions. If you want to use MessagePack for C# more like a BinaryFormatter with a typeless serialization API, use the typeless resolver and helpers. This leaves the following ranges for your use: Within the reserved ranges, this library defines or implements extensions that use these type codes: Unity lowest supported version is 2018.3, API Compatibility Level supports both .NET 4.x and .NET Standard 2.0. By default, MessagePack for C# serializes GUID as string. Universal Windows Platform, however, supports only two: .NET and IL2CPP. Fixed a case where built-in Shader time values could be out of sync with actual time. Fixed issue where TerrainDetailLit.shader fails to compile when XR is enabled. Fixed an issue where postFX's temp texture is not released properly. Now they access cached materials in the renderer. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Fixed issue where XR Multiview failed to render when using URP Shader Graph Shaders, Fixed lazy initialization with last version of ResourceReloader. The lists do not show all contributions to every state ballot measure, or each independent expenditure committee formed to support or Struct containing information about a range the job is allowed to work on. The mipmap level that the streaming system would load before memory budgets are applied. Shadow fade now uses border value for calculating shadow fade distance and fall off linearly. Part of the deprecated .NET 3.5 runtime. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. Fixed issue causing LWRP to create MSAA framebuffer even when MSAA setting was disabled. Used by KeywordRecognizer, GrammarRecognizer, DictationRecognizer. Class that represents textures in C# code. Fixed issue with lens distortion breaking rendering when enabled and its intensity is 0. Maximum .net compatibility, biggest file sizes. The Soft ScreenSpaceShadows Shader variant no longer gets stripped form builds. This naturally leads the deserializer to create a new string object for every string encountered, When Hand.TryGetRootBone gets the root bone, it retrieves an object that represents a bone located just above the wrist. In the new setup, each InputDevice is associated with an XRInputSubsystem. This value only includes instances of Texture2D and CubeMap Textures. The format of the pixel data in the texture (Read Only). Specifies whether and how the application scales its resolution. See Also: FixedUpdate. These semantic properties can be specified in SRGS grammar files. Removing unused temporary depth buffers for Depth of Field and Panini Projection. You can also change the numbers directly in the components configuration, but that wont be as easy. It is generally associated with idealism and was coined by Carl Jung.According to Jung, the human collective unconscious is populated by instincts, as well as by archetypes: ancient primal symbols such as The Great Mother, the Renamed LightweightForwardRenderer to ScriptableRenderer. And thank you for taking the time to help us improve the quality of Unity Documentation. However, some types - especially those provided by third party libraries or the runtime itself - cannot be appropriately annotated, and contractless serialization would produce inefficient or even wrong results. Unique union keys are required. Gets a small Texture with pixels that represent surface normal vectors at a neutral position. If we are not going straight to screen ensure that we create both depth and color targets. This is useful, as it means that all you need to do to get a reference to the Collider thats under the mouse is pass the mouse position to the Overlap Point function. Indexed keys serialize the object graph as a MessagePack array. Fixed post processing to be enabled by default in the renderer when creating URP asset option. The following example enumerates all of the Boolean features that a given input device provides: Different controller configurations provide access to different features. HDR RT now uses what format is configured in Tier settings. Removed unsupported fields from Presets of Light and Camera [case 1335979]. Fixed ordering of subshaders in the Unlit Shader Graph, such that shader target 4.5 takes priority over 2.0. I recommend avoiding very complex skeletons. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader. Pipeline code is now more modular and extensible. Fixed specular calculation fp16 overflow on some platforms. Version Updated You can choose your mono API compatibility level for all targets. I dont think the fixed update improves anything here, since the animation changes at the frequency of the Update loop, but I find it clearer to do physics things on the fixed update. The center point of the users head, as calculated by the XR system. The pipeline now outputs a warning in the console when trying to access camera color or depth texture when those are not valid. The MessagePack.UnityShims NuGet package is for .NET server-side serialization support to communicate with Unity. The MessagePackWriter and MessagePackReader structs make up the lowest-level API. MessagePackSerializer will choose the constructor with the best matched argument list, using argument indexes index for index keys, or parameter names for string keys. Creating a Shadow Caster 2D will use try and use sprite and physics bounds as the default shape. LWRP package still exists, this forwards includes and classes to the UniversalRP Package. In the worst case, youll probably end up with something cool to show to your friends. Describes the active mode of the Web Camera resource. When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame. This function returns a list of InputFeatureUsage items, which have a type and a name property that describes the feature. Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry. GPU data buffer, mostly for use with compute shaders. Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject. The mipmap level that the mipmap streaming system is in the process of loading. Extensions for all the types that implements IPlayable. Uploading KB/s . Fixed an issue with too many variants being included in ShaderGraph shaders used in URP. Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For active ragdolls in Unity, we need to use Configurable Joints. Parameters that configure a culling operation in the Scriptable Render Pipeline. Enable this to perform all rendering in the native orientation of the display. The rendering of 2D lights is more effient as sorting layers affected by the same set of lights are now batched. Fixed a null reference caused by Particle System component lights. A memory store that holds an 8-bit per-pixel value. Flags that control how a shader property behaves. Buffers are rented from pools to reduce allocations, keeping throughput high through reduced GC pressure. The application uses landscape screen orientation where the right side of the applications window aligns with the top of the devices screen. Fixed an issue when Linear -> sRGB conversion would not happen on some Android devices. For an example of typical usage, see Coverage.GetStatsFor. Added HDR global setting on pipeline asset. issuetracker.unity3d.com. There are three additional checkboxes to configure the minimum OpenGL ES 3.x minor version: You can add or remove color gamuts for the Android platform to use for rendering. This is a micro benchmark with BenchmarkDotNet. Please be mindful that you cannot reuse the same keys in derived types that are already present in the parent type, as internally a single flat array or map will be used and thus cannot have duplicate indexes/keys. Your custom types are usually automatically supported with the built-in type resolvers that generate new IMessagePackFormatter types on-the-fly using dynamic code generation. Shadow Distance does not accept negative values anymore. The relationship of an images proportional dimensions, such as its width and height. When deserializing untrusted data, put MessagePack into a more secure mode by configuring your MessagePackSerializerOptions.Security property: You should also avoid the Typeless serializer/formatters/resolvers for untrusted data as that opens the door for the untrusted data to potentially deserialize unanticipated types that can compromise security. You can see many other samples from builtin formatters. The type for the number of bits to be used when an HDR display is active in each color channel of swap chain buffers. Pipeline now strips unused or invalid variants and passes based on selected pipeline capabilities in the asset. Class for handling 3D Textures, Use this to create 3D texture assets. Class that represents textures in C# code. See, Heavily tuned dynamic IL code generation and JIT to avoid boxing value types. Fixed Unlit and BakedLit shader compilations in the meta pass. Fixed an issue where the Terrain shader generated NaNs. Static methods make up the main API of MessagePack for C#. To do so, go to the, The following error does not appear in console anymore: ("Begin/End Profiler section mismatch"). Fixed an issue that caused an infinite asset database reimport when running Unity in command line with -testResults argument. Please be very mindful of these attack scenarios; many projects and companies, and serialization library users in general, have been bitten by untrusted user data deserialization in the past. Fixed an issue where Post-Processing caused nothing to render on GLES2. A ScriptableObject to associate with a RenderPipeline and store project-wide settings for that Pipeline. Use this for common PropertyNames.Internally stores just an int to represent the string. Fixed missing unity_MatrixInvP for shader code and shaderGraph. A Camera is a device through which the player views the world. Fixed an issue that caused errors if you disabled the VR Module when building a project. On mobile 1 directional light + up to 4 local lights (point or spot) are computed, On other platforms 1 directional light + up to 8 local lights are computed, Multiple shadow casting lights are supported. (case 1059142), Rendering no longer breaks when Android platform is selected in Build Settings. Stores a set of information that describes the bind pose of this Sprite. Fixed camera inverse view-projection matrix in XR mode, depth-copy and color-copy passes. GPU graphics data buffer, for working with geometry or compute shader data. Use to specify category for instrumentation Profiler markers. to use Codespaces. Available for PCs, PowerEdge servers, PowerVault, PS Series, and SC Series storage, and networking. Following the previous example, we need a hint to tell the elbow where to point. Enable write permission to external storage. First, we need to add a ConfigurableJoint component to each body part and set the connected body to its parent. Fixed an issue where camera preview window was missing in scene view. Enumeration of the different types of supported touchscreen keyboards. Fixed return values from GetStereoProjectionMatrix() and SetStereoViewMatrix(). If you use the NativeDateTimeResolver, DateTime values will be serialized using .NET's native Int64 representation, which preserves Kind info but may not be interoperable with non-.NET platforms. Compiles C# code into .NET Common Intermediate Language (CIL) and executes that CIL using a Common Language Runtime. Fixed an issue where the Freeform 2D Light gizmo didn't correctly show the Falloff offset. Please check with the Issue Tracker at The numeric value will be coerced into the desired type or throw if the integer type is too small for a large value. Use the InputDevice.IsValid property to determine whether an InputDevice still represents an active controller. If youre using Blender, it will look somewhat like this: I recommend having at least these 3 basic animations for your model: Configuring the physics is as important as it can be. Things to look out for are additional rendering targets and blit commands to copy between them as these are very expensive on HoloLens. It is part of the built-in sprite packing solution. When this attribute is applied to a field in a job struct, the managed reference to the class will be set to null on the copy of the job struct that is passed to the job. [ShaderLibrary] Removed view direction normalization functions. even if it is equal to another string previously encountered. Fixed issue that caused shaders to fail to compile in OpenGL 4.1 or below. WebRsidence officielle des rois de France, le chteau de Versailles et ses jardins comptent parmi les plus illustres monuments du patrimoine mondial et constituent la plus complte ralisation de lart franais du XVIIe sicle. Eliminated some unnecessary clearing of render targets when using the 2D Renderer. For example, making the hand target something you want the character to grip. Fixed an issue where Universal Render Pipeline with disabled antiAliasing was overwriting QualitySettings.asset on frequent cases. Standard Unlit shader now has an option to sample GI. Manages the recording and retrieval of metrics from the AsyncReadManager. Throws if the expected type does not match the actual type. Eliminated some GC allocations from the 2D Renderer. ZeroFormatter and FlatBuffers have infinitely fast deserializers, so ignore their deserialization performance. This property causes a texture to ignore the QualitySettings.masterTextureLimit. However, it is not supported by the analyzers nor in code generation by the mpc tool. A debug keystore is a working keystore. See Also:UnityWebRequestAssetBundle.GetAssetBundle for more information. Fixed bloom inconsistencies between Gamma and Linear color-spaces. Use this PropertyAttribute to add some spacing in the Inspector. Below are lists of the top 10 contributors to committees that have raised at least $1,000,000 and are primarily formed to support or oppose a state ballot measure or a candidate for state office in the November 2022 general election. A collection of ShaderKeyword that represents a specific shader variant. [case 1334240], Fixed incorrect behavior of Reflections with Smoothness lighting debug mode. Fixed decal automatic technique to correctly work with webgl. Compress texture at runtime to DXT/BCn or ETC formats. This section describes the different parts of the Publishing Settings panel and what they do. Async variant for Stream available. Please try again in a few minutes. You can load existing keystores and keys from either the Keystore Manager or the main Android Publishing panel. WebSeparate the data thats not specific to a single instance of that object and can be shared across all of them. Updated XR input mappings table and refreshed code samples in, Accessing input features on an input device, Accessing XR input via the legacy input system, InputDevices.GetDevicesWithCharacteristics, SubsystemManager.GetInstances, XRInputSubsystem.TrySetTrackingOriginMode, XRInputSubsystem.GetSupportedTrackingOriginModes. Flags describing the intention for how the command buffer will be executed. Fixed an issue causing shadows to be incorrectly rendered when a light was close to the shadow caster. Serialize by .NET native decimal binary representation. WebMake Tech Easier is a leading technology site that is dedicated to produce great how-to, tips and tricks and cool software review. However, it also can cause performance issues because the additional blit takes up bandwidth. This allows the transition to trigger at any time during the animation. Number of renderers registered with the Texture streaming system. Dynamic Batching can be enabled in the pipeline asset. Choose which .NET APIs you can use in your project. Hook hookhook:jsv8jseval To install with NuGet, just install the MessagePack package: Install the optional C# analyzers package to get warnings about coding mistakes and automatic fix suggestions to save you time: There are also a range of official and third party Extension Packages available (learn more in our extensions section): For Unity projects, the releases page provides downloadable .unitypackage files. Unity creates a default file in your project, and the file location appears below the checkbox. Fixed missing Custom Render Features after Library deletion. It has device tracking, and might contain hand and bone data. for the interned string check where it matters most. This means if you want to upgrade from LWRP you must first upgrade to previous versions of URP and then upgrade to this version. In Unity, you can use MessagePack CodeGen windows at Windows -> MessagePack -> CodeGenerator. Change attenuation for baked GI to inverse square, to match real-time attenuation. I have to admit that I have no idea how to do this, thats why I used this Configurable Joints Extension made by Michael Stevenson, it works flawlessly. The platform application is running. you can call on the StringInterningFormatter directly from your formatter as well for the strings. You can set the scaling to be equal to or lower than the native screen resolution. Fixed an issue where changing camera's position in the BeginCameraRendering do not apply properly. More infoSee in Glossary (menu: Edit > Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. The colors are represented by lower-precision Color32 structs. protobuf(-net) cannot handle null and empty collection correctly, because protobuf has no null representation (see this SO answer from a protobuf-net author). Fixed an issue where Lightprobe data was missing if it was needed per-pixel and GPU instancing was enabled. Overlap Point is a 2D physics function in Unity that checks to see if a specific point in the world intersects with a Collider. time step. The typeless API is similar to BinaryFormatter, as it will embed type information into the blobs, so no types need to be specified explicitly when calling the API. Merged the deferred renderer into the forward renderer. When using the 2D Renderer, Sprites will render with a faster rendering path when no lights are present. To retrieve it from a device, use CommonUsages.eyesData. Fixed an issue where Renderscale setting has no effect when using XRSDK. Particles render in both eyes with stereo instancing. Allows for custom passes to be written and then used on a per camera basis in LWRP. Fixed an issue in where all the entries in the Renderer List wasn't selectable and couldn't be deleted. Position, rotation and scale of an object. An enumeration of transform properties that can be driven on a RectTransform by an object. The DepthStep and Depth-- statements provide a level of security while deserializing untrusted data This library is distributed via NuGet. A NativeArray exposes a buffer of native memory to managed code, making it possible to share data between managed and native without marshalling costs. Creates a new reader with the same position as this one, allowing the caller to "read ahead" without impacting the original reader's position. Keys can be either indexes (int) or arbitrary strings. Fixed issues with NullReferenceException happening with URP shaders. Fixed the Material Upgrader so it's now run upon updating the LWRP package. Then disable the Has Exit Time property on the transitions. Indicates whether Unity should evenly distribute frames for less variance in framerate. Learn all the details about the main features below. AA templates now generate 14 byte jmp scripts when holding down ctrl; Foundcode dialog: Replace now toggles between nop and original. Fixed performance regression for 2D shaders where alpha discard was disabled. Add entries to this list to pass additional arguments to the Roslyn compiler. Fixed an issue with upgrading material set to cutout didn't properly set alpha clipping. Added support for light layers, which uses Rendering Layer Masks to make Lights in your Scene only light up specific Meshes. Overlap Point is a 2D physics function in Unity that checks to see if a specific point in the world intersects with a Collider. The safety system encapsulates the best practices and catches many race condition bugs from the start. If result size is under 64K, it allocates GC memory only for the return bytes. WebLatin (lingua Latna, [la latina] or Latnum, [latin]) is a classical language belonging to the Italic branch of the Indo-European languages.Latin was originally a dialect spoken in the lower Tiber area (then known as Latium) around present-day Rome, but through the power of the Roman Republic it became the dominant language in the Italian region and Heres where it gets messy. Suspends the coroutine execution for the given amount of seconds using unscaled time. Opacity as Density blending feature for Terrain Lit Shader is now disabled when the Terrain has more than four Terrain Layers. 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