{"id":40691,"date":"2020-02-03T14:35:54","date_gmt":"2020-02-03T11:35:54","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2"},"modified":"2020-02-03T14:35:54","modified_gmt":"2020-02-03T11:35:54","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/pt\/blog\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2","title":{"rendered":"Lan\u00e7amento do motor de jogo open-source Godot 3.2","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Ap\u00f3s 10 meses de desenvolvimento <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">foi publicado<\/a><\/noindex> a libera\u00e7\u00e3o de um motor de jogo gratuito <noindex><a rel=\"nofollow\" href=\"http:\/\/www.godotengine.org\">Godot 3.2<\/a><\/noindex>, adequado para a cria\u00e7\u00e3o de jogos 2D e 3D. O motor suporta uma linguagem de script f\u00e1cil de aprender para l\u00f3gica de jogos, um ambiente gr\u00e1fico para design de jogos, um sistema de implanta\u00e7\u00e3o de jogos com um clique, amplas op\u00e7\u00f5es de anima\u00e7\u00e3o e simula\u00e7\u00e3o de processos f\u00edsicos, um depurador integrado e um sistema de identifica\u00e7\u00e3o de gargalos de desempenho. O c\u00f3digo do motor de jogo, o ambiente de design de jogos e as ferramentas de desenvolvimento associadas (motor f\u00edsico, servidor de som, backends de renderiza\u00e7\u00e3o 2D\/3D, etc.) <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/okamstudio\/godot\/\">s\u00e3o distribu\u00eddos<\/a><\/noindex>  sob a licen\u00e7a MIT. <\/p>\n<p>foi <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=39053\">aberto<\/a><\/noindex> em 2014 pela est\u00fadio <noindex><a rel=\"nofollow\" href=\"http:\/\/okamgames.com\/\">OKAM<\/a><\/noindex>, ap\u00f3s dez anos de desenvolvimento de um produto propriet\u00e1rio profissional de alto n\u00edvel, utilizado para criar e publicar <noindex><a rel=\"nofollow\" href=\"http:\/\/okamgames.com\/portfolio\">muitos jogos<\/a><\/noindex> para PC, consoles e dispositivos m\u00f3veis. O motor suporta todas as plataformas fixas e m\u00f3veis populares (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), assim como o desenvolvimento de jogos para a Web. Compila\u00e7\u00f5es bin\u00e1rias prontas para execu\u00e7\u00e3o <noindex><a rel=\"nofollow\" href=\"http:\/\/www.godotengine.org\/\">s\u00e3o formadas<\/a><\/noindex> para Linux, Windows e macOS. <\/p>\n<p>Em <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/commits\/vulkan\">em uma ramifica\u00e7\u00e3o separada<\/a><\/noindex> est\u00e1 em desenvolvimento <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/abandoning-gles3-vulkan-and-gles2\">novo backend<\/a><\/noindex> de renderiza\u00e7\u00e3o baseada na API gr\u00e1fica Vulkan, que ser\u00e1 oferecida na pr\u00f3xima vers\u00e3o Godot 4.0, em vez dos backends de renderiza\u00e7\u00e3o dispon\u00edveis atualmente atrav\u00e9s do OpenGL ES 3.0 e OpenGL 3.3 (o suporte ao OpenGL ES e OpenGL ser\u00e1 mantido por meio da garantia de funcionamento do antigo backend OpenGL ES 2.0\/OpenGL 2.1 sobre a nova arquitetura de renderiza\u00e7\u00e3o baseada em Vulkan). A migra\u00e7\u00e3o do Godot 3.2 para o Godot 4.0 exigir\u00e1 a reestrutura\u00e7\u00e3o de aplica\u00e7\u00f5es devido \u00e0 quebra de compatibilidade no n\u00edvel da API, mas um ciclo de suporte prolongado ser\u00e1 garantido para a ramifica\u00e7\u00e3o Godot 3.2, cuja dura\u00e7\u00e3o depender\u00e1 da demanda dos usu\u00e1rios. N\u00e3o est\u00e1 exclu\u00eddo o porting de inova\u00e7\u00f5es n\u00e3o afetando a estabilidade da ramifica\u00e7\u00e3o 4.x para vers\u00f5es intermedi\u00e1rias 3.2.x, como o suporte a <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/pull\/33603\">compila\u00e7\u00e3o AOT<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/pull\/26221\">ARCore<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/dtls-report-1\">DTLS<\/a><\/noindex> e plataformas <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/issues\/20268\">iOS para projetos em C#<\/a><\/noindex>.<\/p>\n<p>Principais inova\u00e7\u00f5es do Godot 3.2:<\/p>\n<ul>\n<li class=\"l\"> Adicionada a suporte a headsets de realidade virtual Oculus Quest, implementada com base em <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/GodotVR\/godot_oculus_mobile\">para exporta\u00e7\u00e3o do Blender para glTF 2.0).<\/a><\/noindex> para a plataforma Android. Para o desenvolvimento de sistemas de realidade aumentada para iOS, foi adicionada a suporte ao framework <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.apple.com\/documentation\/arkit\">ARKit<\/a><\/noindex>. Para Android, o suporte ao framework est\u00e1 em desenvolvimento <noindex><a rel=\"nofollow\" href=\"https:\/\/developers.google.com\/ar\">ARCore<\/a><\/noindex>, mas ainda n\u00e3o est\u00e1 pronto e ser\u00e1 inclu\u00eddo em uma das vers\u00f5es intermedi\u00e1rias 3.3.x;\n<p><center><div class=\"youtube-placeholder\" data-id=\"N-UReOuxAP0\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/N-UReOuxAP0\/hqdefault.jpg\" alt=\"Por que no hosting comum a administra\u00e7\u00e3o do PrestaShop \u00e9 lenta, e no seu n\u00e3o \u00e9?\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/major-update-for-visual-shader-in-godot-3-2\">Revisado<\/a><\/noindex> interface do editor visual de shaders. <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/major-update-visual-shaders-godot-3-2-part-2\">Adicionados<\/a><\/noindex> novos n\u00f3s para a cria\u00e7\u00e3o de shaders mais avan\u00e7ados. Para shaders implementados com scripts cl\u00e1ssicos, foi adicionada a suporte a constantes, arrays e modificadores \u00abvarying\u00bb. Muitos shaders espec\u00edficos do backend OpenGL ES 3.0 foram portados para OpenGL ES 2;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/pics_base\/0_1580463553.png\"><img decoding=\"async\" alt=\"Lan\u00e7amento do motor de jogo open-source Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/de1d1d50945d7a996f336118f4bab720.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> O suporte para renderiza\u00e7\u00e3o f\u00edsica correta de materiais (PBR) est\u00e1 sincronizado com as capacidades dos novos motores de renderiza\u00e7\u00e3o PBR, como Blender Eevee e Substance Designer, para garantir uma representa\u00e7\u00e3o semelhante da cena no Godot e nos pacotes de modelagem 3D utilizados;\n<li class=\"l\"> Foram realizadas otimiza\u00e7\u00f5es em v\u00e1rias configura\u00e7\u00f5es de renderiza\u00e7\u00e3o para melhorar o desempenho e aumentar a qualidade da imagem. Muitas funcionalidades do backend GLES3 foram transferidas do GLES3, incluindo suporte para o m\u00e9todo de suaviza\u00e7\u00e3o MSAA (Multisample anti-aliasing) e v\u00e1rios efeitos de p\u00f3s-processamento (brilho, desfoque DOF e BCS);\n<li class=\"l\"> Foi adicionador suporte completo para importa\u00e7\u00e3o de cenas e modelos 3D no formato glTF 2.0 (GL Transmission Format) e suporte inicial para o formato FBX, que permite a importa\u00e7\u00e3o de cenas com anima\u00e7\u00e3o do Blender, mas ainda \u00e9 incompat\u00edvel com Maya e 3ds Max. A compatibilidade com skins de esqueleto ao importar cenas via glTF 2.0 e FBX foi implementada, permitindo o uso de um \u00fanico esqueleto em v\u00e1rias malhas.<br \/>\nO trabalho de melhoria e estabiliza\u00e7\u00e3o do suporte ao glTF 2.0 foi realizado em conjunto com a comunidade de desenvolvedores do pacote Blender, na qual o suporte aprimorado ao glTF 2.0 ser\u00e1 oferecido na vers\u00e3o 2.83;<\/p>\n<li class=\"l\"> As capacidades de rede do motor foram ampliadas com suporte a protocolos WebRTC e WebSocket, al\u00e9m da possibilidade de utilizar UDP em modo multicast. <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/basic-cryptography-ssl-improvements\">Um API foi adicionado<\/a><\/noindex> para utiliza\u00e7\u00e3o de hashes criptogr\u00e1ficos e gerenciamento de certificados. Uma interface gr\u00e1fica para perfilamento da atividade de rede foi adicionada. O trabalho para criar um porto do Godot para<br \/>\nWebAssembly\/HTML5, que permitir\u00e1 executar o editor no navegador via Web; <\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5e3\/167\/117\/5e3167117c8c3991279770.png\"><img decoding=\"async\" alt=\"Lan\u00e7amento do motor de jogo open-source Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/8e800858cff288a4d2da8e7235ca154c.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Revisado <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/en\/stable\/tutorials\/plugins\/android\/android_plugin.html\">para integra\u00e7\u00e3o com o Jenkins, desenvolvido pela equipe da T-Systems Multimedia Solutions. Em cada evento de in\u00edcio de verifica\u00e7\u00e3o, cont\u00e9m informa\u00e7\u00f5es sobre o servi\u00e7o, n\u00famero da compila\u00e7\u00e3o e hor\u00e1rio do teste. O plug-in coleta valores de desempenho durante a compila\u00e7\u00e3o, avalia-os e compara o resultado com compila\u00e7\u00f5es anteriores e requisitos n\u00e3o funcionais.<\/a><\/noindex> para a plataforma Android e sistema de exporta\u00e7\u00e3o. Agora, para formar pacotes para Android, s\u00e3o oferecidos dois sistemas de exporta\u00e7\u00e3o distintos: um com o motor pr\u00e9-compilado, e o outro que permite formar compila\u00e7\u00f5es pr\u00f3prias baseadas em vers\u00f5es personalizadas do motor. A configura\u00e7\u00e3o de compila\u00e7\u00f5es personalizadas pode ser realizada ao n\u00edvel de plugin para Android, sem necessidade de edi\u00e7\u00e3o manual do modelo original;\n<li class=\"l\"> O editor agora tem suporte para sele\u00e7\u00e3o <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/godot-32-will-allow-disabling-editor-features\">desconectar<\/a><\/noindex> de funcionalidades espec\u00edficas, como a remo\u00e7\u00e3o de bot\u00f5es para chamar o editor 3D, editor de scripts, biblioteca de recursos, n\u00f3s, pain\u00e9is, propriedades e outros elementos que n\u00e3o s\u00e3o necess\u00e1rios para o desenvolvedor (ocultar o que \u00e9 desnecess\u00e1rio simplifica significativamente a interface);\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5ca\/bcb\/9a1\/5cabcb9a1a4ab072608872.png\"><img decoding=\"async\" alt=\"Lan\u00e7amento do motor de jogo open-source Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/00f00de79050c6363d699880574cee28.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Foi adicionado suporte inicial para integra\u00e7\u00e3o com sistemas de controle de vers\u00e3o, e foi implementado um plugin para suporte ao Git<br \/>\n no editor;<\/p>\n<li class=\"l\"> Foi disponibilizada a possibilidade de sobrescrever a c\u00e2mera para o jogo em execu\u00e7\u00e3o atrav\u00e9s de uma janela no editor, o que permite a avalia\u00e7\u00e3o de diferentes modos no jogo (vis\u00e3o livre, inspe\u00e7\u00e3o de n\u00f3s, etc.);\n<p><center><video controls=\"\" style=\"width: 640px; height: 480px; max-width:100%\"><source src=\"https:\/\/v.redd.it\/p510zrmq92731\/DASH_480\" type=\"video\/mp4\"><\/video><\/center><\/p>\n<li class=\"l\"> Foi implementado um servidor LSP (Language Server Protocol) para a linguagem GDScript, permitindo a transmiss\u00e3o de informa\u00e7\u00f5es sobre a sem\u00e2ntica de GDScript e regras de autocompletar para editores externos, como o plugin do VS Code e o Atom;\n<li class=\"l\"> Foram feitas v\u00e1rias melhorias no editor de scripts embutido em GDScript: agora \u00e9 poss\u00edvel adicionar marcadores em posi\u00e7\u00f5es do c\u00f3digo, foi implementado um painel minimap (para uma vis\u00e3o r\u00e1pida de todo o c\u00f3digo), melhorou-se a autocompleta\u00e7\u00e3o do input, <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/gsoc-2019-progress-report-3#visual-scripting\">as<\/a><\/noindex> as capacidades do modo de design visual de scripts;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/user-images.githubusercontent.com\/6584330\/62838137-14a18700-bc70-11e9-87d7-7f9e31e8a63d.png\"><img decoding=\"async\" alt=\"Lan\u00e7amento do motor de jogo open-source Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/f8a92edb7e5e27d79d4d8e371facd799.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Foi adicionado um modo para a cria\u00e7\u00e3o de jogos pseudo-3D, permitindo o uso de efeito de profundidade em jogos 2D por meio da defini\u00e7\u00e3o de v\u00e1rias camadas que formam uma perspectiva fict\u00edcia;\n<p><center><div class=\"youtube-placeholder\" data-id=\"CWZvPZ5mGmY\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/CWZvPZ5mGmY\/hqdefault.jpg\" alt=\"Por que no hosting comum a administra\u00e7\u00e3o do PrestaShop \u00e9 lenta, e no seu n\u00e3o \u00e9?\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center><\/p>\n<li class=\"l\"> No editor 2D <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/atlas-support-returns-godot-3-2\">foi restaurada<\/a><\/noindex> suporte a texturas atl\u00e1s;<br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5cb\/a1f\/fad\/5cba1ffad5e78163949453.png\"><img decoding=\"async\" alt=\"Lan\u00e7amento do motor de jogo open-source Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/45cb42b1e4668ebc36740ab1a0d9dd49.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> No GUI, o processo de posicionamento de \u00e2ncoras e limites de \u00e1reas foi modernizado;\n<li class=\"l\"> Para dados textuais, foi adicionada a possibilidade de monitorar em tempo real as altera\u00e7\u00f5es nos par\u00e2metros de efeitos, foram garantidos o suporte a tags BBCode e a possibilidade de definir efeitos personalizados;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/godot-32-will-get-new-audio-features\">Adicionado<\/a><\/noindex> um gerador de fluxos de som, permitindo a cria\u00e7\u00e3o de ondas sonoras baseadas em quadros individuais e um analisador espectral;\n<li class=\"l\"> Com a biblioteca <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/kmammou\/v-hacd\">V-HACD<\/a><\/noindex>  foi implementada a possibilidade de decompor malhas c\u00f4ncavas em partes convexas exatas e simplificadas. Essa funcionalidade facilita significativamente a gera\u00e7\u00e3o de formas de colis\u00e3o para malhas 3D existentes;\n<p><center><br \/>\n<div class=\"youtube-placeholder\" data-id=\"jVmG7nVxvoA\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/jVmG7nVxvoA\/hqdefault.jpg\" alt=\"Por que no hosting comum a administra\u00e7\u00e3o do PrestaShop \u00e9 lenta, e no seu n\u00e3o \u00e9?\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center><\/p>\n<li class=\"l\"> Foi possibilitada a cria\u00e7\u00e3o de l\u00f3gica de jogo na linguagem C# usando o Mono para plataformas Android e WebAssembly (anteriormente, C# era suportado somente para Linux, Windows e macOS). A partir do Mono 6.6, foi implementado suporte para C# 8.0. Para C#, tamb\u00e9m foi desenvolvido um suporte inicial para compila\u00e7\u00e3o antecipada (AOT, ahead-of-time), que foi adicionado \u00e0 base de c\u00f3digo, mas ainda n\u00e3o est\u00e1 ativado (para WebAssembly, ainda se usa um interpretador). Para a edi\u00e7\u00e3o de c\u00f3digo em C#, foi possibilitado a conex\u00e3o com editores externos como MonoDevelop, Visual Studio for Mac e Jetbrains Rider;\n<li class=\"l\"> Notavelmente expandido e melhorado <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/en\/stable\/\">documenta\u00e7\u00e3o<\/a><\/noindex>. Foi publicada uma tradu\u00e7\u00e3o parcial <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/ru\/latest\/\">da documenta\u00e7\u00e3o<\/a><\/noindex> para o russo (<noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/ru\/latest\/getting_started\/step_by_step\/index.html\">convertidas<\/a><\/noindex> guia introdut\u00f3rio para come\u00e7ar a usar).\n<\/ul>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Fonte: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52285\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 10 \u043c\u0435\u0441\u044f\u0446\u0435\u0432 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u0432\u044b\u043f\u0443\u0441\u043a \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 3.2, \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":40692,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-40691","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 10 \u043c\u0435\u0441\u044f\u0446\u0435\u0432 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u0432\u044b\u043f\u0443\u0441\u043a \u0441\u0432\u043e\u0431\u043e\u0434\u043d\u043e\u0433\u043e \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e \u0434\u0432\u0438\u0436\u043a\u0430\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" 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