{"id":107043,"date":"2023-03-02T12:48:28","date_gmt":"2023-03-02T10:48:40","guid":{"rendered":"https:\/\/prohoster.info\/?p=107043"},"modified":"2023-03-03T23:49:34","modified_gmt":"2023-03-03T21:49:34","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/hr\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-0","title":{"rendered":"Izlazak otvorenog igrivog motora Godot 4.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Nakon \u010detiri godine razvoja, objavljeno je izdanje slobodnog igra\u0107eg engine-a Godot 4.0, pogodnog za izradu 2D i 3D igara. Engine podr\u017eava jezik za programiranje igra\u0107e logike koji je jednostavan za u\u010denje, grafi\u010dko okru\u017eenje za dizajn igara, sustav za jednim klikom postavljanje igara, \u0161iroke mogu\u0107nosti animacije i simulacije fizi\u010dkih procesa, ugra\u0111eni debager i sustav za identifikaciju uskih grla u performansama. Kod igra\u0107eg engine-a, okru\u017eenja za dizajn igara i prate\u0107ih alata za razvoj (fizi\u010dki engine, zvu\u010dni server, backend za 2D\/3D renderiranje itd.) distribuira se pod MIT licencom.     <\/p>\n<p>Izvorni kodovi motora su otvoreni 2014. godine od strane studija OKAM, nakon deset godina razvoja proprietary proizvoda profesionalnog nivoa koji je kori\u0161ten za kreiranje i objavljivanje mnogih igara za PC, igra\u0107e konzole i mobilne ure\u0111aje. Motor podr\u017eava sve popularne desktop i mobilne platforme (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), kao i razvoj igara za web. Gotove binarne verzije su formirane za Linux, Android, Windows i macOS.       <\/p>\n<p>U grani Godot 4.0 uklju\u010deno je oko 12 tisu\u0107a izmjena i ispravljeno 7 tisu\u0107a gre\u0161aka. U razvoju engine-a i pisanju dokumentacije sudjelovalo je oko 1500 osoba. Me\u0111u klju\u010dnim promjenama su:  <\/p>\n<ul>\n<li class=\"l\"> Predlo\u017eena su dva nova backend-a renderiranja (klusterizirani i mobilni) temeljenih na grafi\u010dkom API-ju Vulkan, koji su zamijenili backend-e koji su izra\u0111ivali prikaz putem OpenGL ES i OpenGL. Za stare i slabo mo\u0107ne ure\u0111aje integriran je backend za osiguravanje kompatibilnosti temeljen na OpenGL-u koji koristi novu arhitekturu renderiranja. Za dinami\u010dko prikazivanje s ni\u017eom razlu\u010divo\u0161\u0107u kori\u0161tena je tehnologija superuzorkovanja AMD FSR (FidelityFX Super Resolution), koja koristi algoritme prostornog skaliranja i rekonstrukcije detalja za smanjenje gubitka kvalitete slike prilikom pove\u0107anja i prebacivanja u vi\u0161u razlu\u010divost. Implementiran je render engine temeljen na Direct3D 12, koji \u0107e pobolj\u0161ati podr\u0161ku za platforme Windows i Xbox.    <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/2347c01a2e2d749e45472dcca291ae4f.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodana je mogu\u0107nost rada s su\u010deljem u vi\u0161e prozora (razli\u010dite plo\u010de i dijelovi su\u010delja mogu se odvojiti u obliku zasebnih prozora).    <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/c1d2d959e2ae1becc8c43eb013ec396b.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodan je novi urednik su\u010delja korisnika i novi widget za vizualni dizajn.    <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/a7f57bdb8400a7f278a1d8a759575345.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodan je novi urednik tema.    <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/c56a25b6762e71e2df1bc232fee27fe4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Potpuno je prepisan sustav upravljanja osvjetljenjem i sjenama, u kojem je kori\u0161tena tehnologija globalnog osvjetljenja u stvarnom vremenu SDFGI (Signed Distance Field Global Illumination). Zna\u010dajno je pobolj\u0161ana kvaliteta prikazivanja sjena.    <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/43c81bfc2df03cee602a8464d0969def.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\">\u010cvor GIProbe, kori\u0161ten za popunjavanje scene reflektiranim svjetlom, zamijenjen je \u010dvorom VoxelGI, optimalnim za obradu osvjetljenja u stvarnom vremenu u scenama s malim ili srednjim unutarnjim prostorima. Za slabu opremu ostavljena je mogu\u0107nost unaprijednog rendiranja svjetla i sjena putem svjetlosnih mapa, \u0161to sada ubrzava GPU.    <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/e7d6584c222fb0e9d10ca556a5280586.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Implementirane su nove tehnike optimizacije rendiranja. Dodano je automatsko okkluzi\u010dno rezanje (occlusion culling), koje dinami\u010dki odre\u0111uje i uklanja modele skrivene iza drugih povr\u0161ina radi pove\u0107anja performansi rendiranja i smanjenja optere\u0107enja na CPU i GPU.  <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/67505061ae1837585398622d1300c604.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodana je opcija SSIL (Screen Space Indirect Lighting), koja omogu\u0107uje pobolj\u0161anje kvalitete rendiranja na visokou\u010dinkovitoj opremi kroz pobolj\u0161anu obradu tamnih podru\u010dja i neizravnog osvjetljenja. Tako\u0111er, pru\u017eene su dodatne postavke imitacije raspr\u0161enog neizravnog osvjetljenja pomo\u0107u tehnike SSAO (Screen Space Ambient Occlusion), poput odabira razine utjecaja izravnog svjetla.\n<li class=\"l\"> Predlo\u017eene su realisti\u010dne jedinice osvjetljenja, omogu\u0107uju\u0107i prilagodbu intenziteta svjetla i kori\u0161tenje standardnih postavki kamere, poput otvora, vremena ekspozicije i ISO-a, za upravljanje svjetlinom kona\u010dne scene.\n<li class=\"l\"> Dodani su novi alati za ure\u0111ivanje razina za dvodimenzionalne igre. Uvedene su radikalne promjene u procesu razvoja 2D igara. Dodan je novi urednik plo\u010dastih karata (tilemap) koji sada podr\u017eava slojeve, automatsko popunjavanje krajolika, nasumi\u010dnu distribuciju biljaka, kamenja i raznih objekata, fleksibilno odabiranje objekata. Ujedinjeno je upravljanje plo\u010dastim kartama i skupovima fragmenata za izgradnju karte (tileset). Osigurano je automatsko pro\u0161irenje fragmenata u setu kako bi se isklju\u010dili prostori izme\u0111u susjednih fragmenata. Dodana je nova funkcija raspore\u0111ivanja objekata na sceni, koju se, na primjer, mo\u017ee koristiti za dodavanje likova u \u0107elije plo\u010daste mre\u017ee.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/03-2d-tilemap-editor.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> U 2D-renderiranju omogu\u0107ena je upotreba grupa platna, \u0161to omogu\u0107ava mije\u0161anje preklapaju\u0107ih elemenata platna, na primjer, mo\u017eete spojiti nekoliko spriteova i pomije\u0161ati ih s pozadinom, kao da su ti spriteovi jedan element. Dodana je osobina Clip Children koja omogu\u0107ava kori\u0161tenje bilo kojeg 2D-elementa kao maske. U 2D-motor je tako\u0111er dodana opcija koja omogu\u0107ava kori\u0161tenje metode vi\u0161estrukog uzorkovanja (MSAA) za pobolj\u0161anje kvalitete slika i stvaranje gla\u0111ih rubova.    <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/593b54f2b1a424441121756824e9e085.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pobolj\u0161an je rad s osvjetljenjem i sjenama u 2D-igrama. Znatno je pove\u0107ana izvedba pri kori\u0161tenju vi\u0161e izvora svjetlosti. Dodana je mogu\u0107nost simulacije trodimenzionalnosti kroz promjenu razine osvjetljenja na kartama normala, kao i stvaranja vizualnih efekata kao \u0161to su dugi sjenki, aure i jasne konture.    <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/a55cf44b5b5476864a2a6c195ec89668.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodana je efekat volumetrijske magle koja koristi tehniku vremenske reprikacije za postizanje realisti\u010dnog izgleda i visoke performanse.      <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/418f28bbcbf897036c757095bb81f135.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodani su shaderi oblaka koji omogu\u0107uju dinami\u010dko generisanje oblaka koji se mijenjaju u realnom vremenu.    <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/7079330bc3df20785a9e27fdd6aa23e0.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Implementirana je podr\u0161ka za \"decal\" i metodu projekcije materijala na povr\u0161inu.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/04-vfx-decals.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Dodani su efekti na bazi \u010destica primjenjivi na cijeli igra\u0107i prostor, koji koriste GPU i podr\u017eavaju attraktore, sudare, tragove i emitere.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/04-vfx-particle-trails.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Pro\u0161irene su mogu\u0107nosti su\u010delja za vizualno ure\u0111ivanje shadera.    <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/7e10d1b7565a47545abef18bf5b80e83.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pro\u0161iren je jezik \u0161ejdera, koji sada podr\u017eava strukture, makro preprocesore, zamjenu \u0161ejdera (uklju\u010duju\u0107i operator include), ujedinjene nizove i kori\u0161tenje \"varying\" za prenos podataka iz fragmentnog handlera u osvetljavaju\u0107i handler.\n<li class=\"l\"> Dodana je mogu\u0107nost primjene ra\u010dunskih shadera koji koriste GPU za ubrzanje algoritama.\n<li class=\"l\"> U jeziku skripti GDScript pobolj\u0161an je sustav stati\u010dke tipizacije, dodana je nova sintaksa za definiranje svojstava, uvedeni su klju\u010dne rije\u010di await i super, dodane su operacije map\/reduce, implementiran je novi sustav oznaka, omogu\u0107ena je upotreba unicode simbola u imenima varijabli i nazivima funkcija. Dodan je alat za automatsko generiranje dokumentacije. Pove\u0107ana je performance i stabilnost GDScript runtime-a. U razvojnome okru\u017eenju omogu\u0107eno je prikazivanje vi\u0161e pogre\u0161aka odjednom, dodana su nova upozorenja za tipi\u010dne probleme.    <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/e420b907cbfc2b743b1b3d3e8f3239a1.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pro\u0161irene su mogu\u0107nosti razvoja igre logike na jeziku C#. Dodana je podr\u0161ka za .NET 6 platformu i jezik C# 10. Za skalarne vrijednosti kori\u0161teni su 64-bitni tipovi. Mnogi API-i su prevedeni s tipova int i float na long i double. Omogu\u0107eno je definiranje signala u obliku doga\u0111aja C#. Dodana je mogu\u0107nost razvoja ekstenzija GDExtensions na jeziku C#.\n<li class=\"l\"> Dodana je eksperimentalna podr\u0161ka za ekstenzije (GDExtension) koje se mogu koristiti za pro\u0161irenje mogu\u0107nosti motora bez ponovne izgradnje i bez izmjene koda.\n<li class=\"l\"> Predlo\u017een je po defaultu vlastiti motor za simulaciju fizi\u010dkih procesa Godot Physics, optimiziran za rje\u0161avanje zadataka svojstvenih ra\u010dunalnim igrama, i doveden do pariteta u funkcionalnosti s ranije kori\u0161tenim motorom Bullet (na primjer, Godot Physics dodana je obrada novih oblika sudara, podr\u0161ka za visinske karte i mogu\u0107nost kori\u0161tenja \u010dvorova SoftBody za simulaciju odje\u0107e). Provedena je optimizacija performansi i pro\u0161irena primjena vi\u0161ekratnosti s raspodjelom optere\u0107enja na razli\u010dita CPU jezgri tijekom simulacije fizi\u010dkih procesa u 2D i 3D okru\u017eenjima. Rije\u0161eni su mnogi problemi s simulacijom.\n<li class=\"l\"> Predlo\u017een je novi sustav iscrtavanja teksta, koji pru\u017ea ve\u0107u kontrolu nad obrezivanjem i prelijevanjem teksta, kao i osigurava visoku o\u0161trinu pri svim ekranima razlu\u010divosti.\n<li class=\"l\"> Pro\u0161ireni su alati za lokalizaciju i rad na prevo\u0111enju.\n<li class=\"l\"> Dodavan je odvojen dijalog za uvoz 2D i 3D resursa, koji podr\u017eava pregled i promjenu postavki uvo\u017eene scene, materijala i fizi\u010dkih svojstava.    <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/739fde5d37e01230e8906056eb4f0c7e.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> U editor su dodani novi widgeti, poput plo\u010de za povratak promjena i novog dijaloga za odabir boja i a\u017euriranje palete.  <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/5b8a918f795bd4b4f67529e6d9f1f0b7.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A\u017eurirano su\u010delje za inspekciju, <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/hr\/control-panel\/\"   title=\"upravlja\u010dka plo\u010da\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"518\">upravlja\u010dka plo\u010da<\/a> scenama i editoru skripti. Pobolj\u0161ano je isticanje sintakse, dodana je mogu\u0107nost prikazivanja vi\u0161e kursor\u00e2, te su pru\u017eena sredstva za ure\u0111ivanje JSON i YAML formata.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/10-editor-multiple-cursors.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Pro\u0161irene su mogu\u0107nosti urednika animacija, koji sada podr\u017eava mije\u0161anje oblika i pobolj\u0161ane procese temeljenje na Bezier krivulji. Prepisan je kod za 3D animaciju, u kojem je implementirana podr\u0161ka za kompresiju radi smanjenja potro\u0161nje memorije. Prepisan je sustav za mije\u0161anje animacija i stvaranje prijelaznih efekata. Pro\u0161irene su mogu\u0107nosti za izradu slo\u017eenih animacija. Kreirane su biblioteke animacija za pohranu i ponovnu upotrebu izra\u0111enih animacija.        <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/da46321b3e15f7464b90609593631bb4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodana je opcija za stvaranje filmova, koja izvr\u0161ava renderiranje scena po kadrovima s maksimalnom kvalitetom za izradu uvodnih sekvenci i snimanje videa.\n<li class=\"l\"> Pro\u0161irena je podr\u0161ka za 3D slu\u0161alice i platforme virtualne stvarnosti. U glavni motor je ugra\u0111ena podr\u0161ka za OpenXR standard, koji definira univerzalni API za razvoj aplikacija virtualne i pro\u0161irene stvarnosti. Na Windows i Linux operativnim sustavima osigurana je podr\u0161ka za sve popularne 3D slu\u0161alice, uklju\u010duju\u0107i SteamVR, Oculus i Monado.\n<li class=\"l\"> Pove\u0107ana je stabilnost podsustava za organizaciju mre\u017ene igre i pojednostavljen je proces razvoja vi\u0161ekorisni\u010dkih igara.\n<li class=\"l\"> Pro\u0161irene su mogu\u0107nosti zvu\u010dnog sustava, ugra\u0111ena je podr\u0161ka za polifoniju, dodan je API za sintezu govora i omogu\u0107eno je ponavljanje zvuka.\n<li class=\"l\"> Osigurana je mogu\u0107nost pokretanja Godot su\u010delja na Android tabletima i u web pregledniku.        <center><img decoding=\"async\" alt=\"Izlazak otvorenog igrivog motora Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/110c7912b81aa1db613ca0ce443d0125.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodana je nova gra\u0111evinska sustava igara za razli\u010dite CPU arhitekture. Na primjer, mogu\u0107e je i izgraditi za Raspberry Pi, Microsoft Volterra, Surface Pro X, Pine Phone, VisionFive, ARM Chromebook i Asahi Linux.\n<li class=\"l\"> API je mijenjan na na\u010din koji naru\u0161ava kompatibilnost. Prelazak sa Godot 3.x na Godot 4.0 zahtijevat \u0107e redizajn aplikacija, ali za granu Godot 3.x osigurana je dugotrajna podr\u0161ka, \u010diji \u0107e trajanje ovisiti o potra\u017enji starog API-ja me\u0111u korisnicima.      <\/ul>\n<p>                  <center>  <div class=\"youtube-placeholder\" data-id=\"chXAjMQrcZk\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/chXAjMQrcZk\/hqdefault.jpg\" alt=\"Pogledajte video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center><br \/>\n<br \/>Izvor: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58730\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u0447\u0435\u0442\u044b\u0440\u0451\u0445 \u043b\u0435\u0442 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u0440\u0435\u043b\u0438\u0437 \u0441\u0432\u043e\u0431\u043e\u0434\u043d\u043e\u0433\u043e \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e \u0434\u0432\u0438\u0436\u043a\u0430 Godot 4.0, \u043f\u043e\u0434\u0445\u043e\u0434\u044f\u0449\u0435\u0433\u043e \u0434\u043b\u044f \u0441\u043e\u0437\u0434\u0430\u043d\u0438\u044f 2D- \u0438 3D-\u0438\u0433\u0440. \u0414\u0432\u0438\u0436\u043e\u043a \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0435\u0442 \u043f\u0440\u043e\u0441\u0442\u043e\u0439 \u0434\u043b\u044f \u0438\u0437\u0443\u0447\u0435\u043d\u0438\u044f \u044f\u0437\u044b\u043a \u0437\u0430\u0434\u0430\u043d\u0438\u044f \u0438\u0433\u0440\u043e\u0432\u043e\u0439 \u043b\u043e\u0433\u0438\u043a\u0438, \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0443\u044e \u0441\u0440\u0435\u0434\u0443 \u0434\u043b\u044f \u043f\u0440\u043e\u0435\u043a\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0438\u0433\u0440, \u0441\u0438\u0441\u0442\u0435\u043c\u0443 \u0440\u0430\u0437\u0432\u0451\u0440\u0442\u044b\u0432\u0430\u043d\u0438\u044f \u0438\u0433\u0440 \u0432 \u043e\u0434\u0438\u043d \u043a\u043b\u0438\u043a, \u0448\u0438\u0440\u043e\u043a\u0438\u0435 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0438 \u0430\u043d\u0438\u043c\u0430\u0446\u0438\u0438 \u0438 \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u0438 \u0444\u0438\u0437\u0438\u0447\u0435\u0441\u043a\u0438\u0445 \u043f\u0440\u043e\u0446\u0435\u0441\u0441\u043e\u0432, \u0432\u0441\u0442\u0440\u043e\u0435\u043d\u043d\u044b\u0439 \u043e\u0442\u043b\u0430\u0434\u0447\u0438\u043a \u0438 \u0441\u0438\u0441\u0442\u0435\u043c\u0443 \u0432\u044b\u044f\u0432\u043b\u0435\u043d\u0438\u044f \u0443\u0437\u043a\u0438\u0445 \u043c\u0435\u0441\u0442 \u0432 \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u0438. \u041a\u043e\u0434 \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":107044,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-107043","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.4 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 \u0447\u0435\u0442\u044b\u0440\u0451\u0445 \u043b\u0435\u0442 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u0440\u0435\u043b\u0438\u0437 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