{"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\/ro\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-0","title":{"rendered":"Lansarea motorului de jocuri open-source Godot 4.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Dup\u0103 patru ani de dezvoltare, a fost lansat\u0103 versiunea 4.0 a engine-ului de jocuri open-source Godot, potrivit pentru crearea de jocuri 2D \u0219i 3D. Engine-ul suport\u0103 un limbaj de scripting u\u0219or de \u00eenv\u0103\u021bat pentru logica jocului, un mediu grafic pentru proiectarea jocurilor, un sistem de implementare a jocurilor cu un singur clic, capacit\u0103\u021bi extinse de anima\u021bie \u0219i simulare a proceselor fizice, un debugger \u00eencorporat \u0219i un sistem de identificare a bottleneck-urilor de performan\u021b\u0103. Codul motorului de joc, mediu de proiectare a jocurilor \u0219i instrumentele de dezvoltare aferente (motor fizic, server audio, backend-uri pentru randare 2D\/3D etc.) sunt distribuite sub licen\u021ba MIT.     <\/p>\n<p>Codurile surs\u0103 ale motorului au fost deschise \u00een 2014 de c\u0103tre studioul OKAM, dup\u0103 zece ani de dezvoltare a unui produs proprietar de nivel profesional, utilizat pentru crearea \u0219i publicarea multor jocuri pentru PC, console de jocuri \u0219i dispozitive mobile. Motorul suport\u0103 toate platformele populare de sta\u021bie \u0219i mobile (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), precum \u0219i dezvoltarea de jocuri pentru Web. Pachetele binare gata de rulare sunt disponibile pentru Linux, Android, Windows \u0219i macOS.       <\/p>\n<p>Ramura Godot 4.0 include aproximativ 12.000 de modific\u0103ri \u0219i 7.000 de bug-uri corectate. La dezvoltarea motorului \u0219i la redactarea documenta\u021biei au participat aproximativ 1.500 de persoane. Printre modific\u0103rile cheie se num\u0103r\u0103:  <\/p>\n<ul>\n<li class=\"l\"> Sunt propuse dou\u0103 noi backend-uri de randare (clusterizat \u0219i mobil) bazate pe API-ul grafic Vulkan, care \u00eenlocuiesc backend-urile care realizau randarea prin OpenGL ES \u0219i OpenGL. Pentru dispozitivele mai vechi \u0219i cu performan\u021be mai slabe, a fost integrat un backend de compatibilitate bazat pe OpenGL, care utilizeaz\u0103 o nou\u0103 arhitectur\u0103 de randare. Pentru randarea dinamic\u0103 cu o rezolu\u021bie mai mic\u0103 este utilizat\u0103 tehnologia de supersampling AMD FSR (FidelityFX Super Resolution), care folose\u0219te algoritmi de scalare spa\u021bial\u0103 \u0219i reconstruc\u021bie a detaliilor pentru a reduce pierderea calit\u0103\u021bii imaginii la cre\u0219terea scalei \u0219i conversia \u00eentr-o rezolu\u021bie mai mare. A fost realizat un motor de randare bazat pe Direct3D 12, care va \u00eembun\u0103t\u0103\u021bi suportul pentru platformele Windows \u0219i Xbox.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/2347c01a2e2d749e45472dcca291ae4f.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> S-a ad\u0103ugat suport pentru interfa\u021ba \u00een modul multi-fereastr\u0103 (diferite panouri \u0219i p\u0103r\u021bi ale interfe\u021bei pot fi deta\u0219ate ca feronier separate).    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/c1d2d959e2ae1becc8c43eb013ec396b.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat un nou editor de interfe\u021be utilizator \u0219i un nou widget de proiectare vizual\u0103.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/a7f57bdb8400a7f278a1d8a759575345.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat un nou editor de teme.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/c56a25b6762e71e2df1bc232fee27fe4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Sistemul de gestionare a iluminatului \u0219i umbrelor a fost rescris complet, utiliz\u00e2nd tehnologia de iluminare global\u0103 SDFGI (Signed Distance Field Global Illumination) care func\u021bioneaz\u0103 \u00een timp real. Calitatea rand\u0103rii umbrelor a fost semnificativ \u00eembun\u0103t\u0103\u021bit\u0103.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/43c81bfc2df03cee602a8464d0969def.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\">Nodul GIProbe, utilizat pentru a umple scena cu lumin\u0103 reflectat\u0103, a fost \u00eenlocuit cu nodul VoxelGI, optim pentru procesarea ilumin\u0103rii \u00een timp real a scenelor cu interior mic sau mediu. Pentru echipamentele de joas\u0103 putere, a fost p\u0103strat\u0103 op\u021biunea de redare preventiv\u0103 a luminii \u0219i umbrelor prin intermediul h\u0103r\u021bilor de iluminare, pentru accelerarea red\u0103rii c\u0103ror acum este utilizat GPU.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/e7d6584c222fb0e9d10ca556a5280586.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> S-au implementat noi tehnici de optimizare a red\u0103rii. A fost ad\u0103ugat\u0103 decuparea occlusiv\u0103 automat\u0103 (occlusion culling), care determin\u0103 \u0219i elimin\u0103 dinamic modelele ascunse \u00een spatele altor suprafe\u021be pentru a \u00eembun\u0103t\u0103\u021bi performan\u021ba red\u0103rii \u0219i a reduce sarcina pe CPU \u0219i GPU.  <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/67505061ae1837585398622d1300c604.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat modul SSIL (Screen Space Indirect Lighting), care permite \u00eembun\u0103t\u0103\u021birea calit\u0103\u021bii red\u0103rii pe echipamente de \u00eenalt\u0103 performan\u021b\u0103 prin \u00eembun\u0103t\u0103\u021birea proces\u0103rii zonelor \u00eentunecate \u0219i a ilumin\u0103rii indirecte. \u00cen plus, sunt oferite set\u0103ri suplimentare pentru simularea ilumin\u0103rii indirecte difuze prin tehnica SSAO (Screen Space Ambient Occlusion), cum ar fi selectarea nivelului de influen\u021b\u0103 a luminii directe.\n<li class=\"l\"> Sunt propuse unit\u0103\u021bi realiste de iluminare, permi\u021b\u00e2nd ajustarea intensit\u0103\u021bii luminii \u0219i utilizarea set\u0103rilor standard ale camerei, cum ar fi diafragma, timpul de expunere \u0219i ISO, pentru a controla str\u0103lucirea scenei finale.\n<li class=\"l\"> Au fost ad\u0103ugate noi instrumente pentru editarea nivelurilor pentru jocurile 2D. Au fost efectuate modific\u0103ri radicale \u00een procesul de dezvoltare a jocurilor 2D. A fost ad\u0103ugat un nou editor de h\u0103r\u021bi de tip tilemap, care include suport pentru straturi, completarea automat\u0103 a peisajului, distribuirea aleatorie a plantelor, rocilor \u0219i diverselor obiecte, precum \u0219i selec\u021bia flexibil\u0103 a obiectelor. A fost unificat\u0103 lucrul cu h\u0103r\u021bile tilemap \u0219i seturile de fragmente pentru construirea h\u0103r\u021bii (tileset). A fost asigurat un extinderea automat\u0103 a fragmentelor din set pentru a elimina spa\u021biile \u00eentre fragmentele adiacente. A fost ad\u0103ugat\u0103 o nou\u0103 func\u021bie de plasare a obiectelor \u00een scen\u0103, care, de exemplu, poate fi folosit\u0103 pentru a ad\u0103uga personaje \u00een celulele re\u021belei de tilemap.      <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\"> \u00cen desenarea 2D a fost implementat\u0103 posibilitatea utiliz\u0103rii grupurilor de canvase, ceea ce permite amestecarea elementelor suprapuse de canvas, de exemplu, mai multe sprite-uri pot fi combinate cu fundalul, ca \u0219i cum aceste sprite-uri ar fi un singur element. A fost ad\u0103ugat\u0103 proprietatea Clip Children, care permite utilizarea oric\u0103rui element 2D ca masc\u0103. De asemenea, motorul 2D a primit op\u021biunea de a utiliza metoda de anti-aliasing MSAA (Multisample Anti-Aliasing) pentru a \u00eembun\u0103t\u0103\u021bi calitatea imaginilor \u0219i a crea margini mai fine.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/593b54f2b1a424441121756824e9e085.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Performan\u021ba ilumin\u0103rii \u0219i a umbrelor \u00een jocurile 2D a fost \u00eembun\u0103t\u0103\u021bit\u0103. Performan\u021ba a crescut semnificativ \u00een utilizarea mai multor surse de lumin\u0103. A fost introdus\u0103 posibilitatea de a simula tridimensionalitatea prin modificarea nivelului de iluminare pe h\u0103r\u021bile de normal\u0103, precum \u0219i crearea de efecte vizuale precum umbre lungi, aure \u0219i contururi clare.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/a55cf44b5b5476864a2a6c195ec89668.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat efectul de cea\u021b\u0103 volumetric\u0103, care utilizeaz\u0103 tehnica reproiec\u021biei temporale pentru a ob\u021bine un aspect realist \u0219i o performan\u021b\u0103 ridicat\u0103.      <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/418f28bbcbf897036c757095bb81f135.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Au fost ad\u0103ugate shader-uri pentru nori, care permit generarea dinamic\u0103 a norilor care se schimb\u0103 \u00een timp real.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/7079330bc3df20785a9e27fdd6aa23e0.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost implementat suportul pentru \u201edecalcomanii\u201d, metoda de proiec\u021bie a materialului pe suprafa\u021b\u0103.      <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\"> Au fost ad\u0103ugate efecte bazate pe particule aplicabile \u00een \u00eentregul spa\u021biu de joc, care utilizeaz\u0103 GPU \u0219i sprijin\u0103 atractori, coliziuni, d\u00e2re \u0219i emi\u021b\u0103toare.      <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\"> Func\u021bionalitatea interfe\u021bei pentru editarea vizual\u0103 a shader-elor a fost extins\u0103.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/7e10d1b7565a47545abef18bf5b80e83.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost extins limbajul shader-elor, care a primit suport pentru structuri, macro-uri de preprocesor, substitu\u021bii de shader (operator include), array-uri unificate \u0219i utilizarea \u201evarying\u201d pentru transferul de date din handler-ul de fragment \u00een handler-ul de iluminare.\n<li class=\"l\"> A fost ad\u0103ugat\u0103 posibilitatea aplic\u0103rii shader-elor computa\u021bionale, care utilizeaz\u0103 GPU pentru accelerarea algoritmilor.\n<li class=\"l\"> \u00cen limbajul de scriptare GDScript a fost \u00eembun\u0103t\u0103\u021bit\u0103 sistemul de tipizare static\u0103, a fost ad\u0103ugat un nou sintax de definire a propriet\u0103\u021bilor, au fost propuse cuvintele cheie await \u0219i super, au fost ad\u0103ugate opera\u021biuni map\/reduce, s-a implementat un nou sistem de anot\u0103ri, a ap\u0103rut posibilitatea utiliz\u0103rii caracterelor unicode \u00een numele variabilelor \u0219i al func\u021biilor. A fost ad\u0103ugat un instrument pentru generarea automat\u0103 a documenta\u021biei. Performan\u021ba \u0219i stabilitatea runtime-ului GDScript au fost \u00eembun\u0103t\u0103\u021bite. \u00cen mediul de dezvoltare a fost asigurat\u0103 posibilitatea de a afi\u0219a mai multe erori deodat\u0103, fiind ad\u0103ugate noi avertiz\u0103ri pentru problemele tipice.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/e420b907cbfc2b743b1b3d3e8f3239a1.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Capabilit\u0103\u021bile de dezvoltare a logicii de joc \u00een limbajul C# au fost extinse. A fost ad\u0103ugat\u0103 suportul pentru platforma .NET 6 \u0219i limbajul C# 10. Tipurile de date de 64 de bi\u021bi au fost folosite pentru valorile scalare. Multe API-uri au fost traduse din tipurile int \u0219i float \u00een long \u0219i double. A fost oferit\u0103 posibilitatea de a defini semnale sub form\u0103 de evenimente C#. A fost ad\u0103ugat\u0103 posibilitatea de a dezvolta extensii GDExtensions \u00een limbajul C#.\n<li class=\"l\"> A fost ad\u0103ugat\u0103 suportul experimental pentru extensii (GDExtension), care pot fi utilizate pentru a extinde capabilit\u0103\u021bile motorului f\u0103r\u0103 a-l recompila \u0219i f\u0103r\u0103 a modifica codul.\n<li class=\"l\"> A fost propus\u0103, implicit, propriul motor de simulare a proceselor fizice Godot Physics, optimizat pentru a rezolva problemele specifice jocurilor pe calculator, \u0219i adus la paritate \u00een func\u021bionalitate cu motorul folosit anterior, Bullet (de exemplu, \u00een Godot Physics a fost ad\u0103ugat\u0103 gestionarea de noi forme de coliziune, suport pentru h\u0103r\u021bi de \u00een\u0103l\u021bime \u0219i posibilitatea utiliz\u0103rii nodurilor SoftBody pentru simularea \u00eembr\u0103c\u0103mintei). A fost optimizat\u0103 performan\u021ba \u0219i extins\u0103 utilizarea multithreading-ului prin \u00eemp\u0103r\u021birea sarcinii pe diferite nuclee CPU \u00een timpul simul\u0103rii proceselor fizice \u00een medii 2D \u0219i 3D. Multe probleme de simulare au fost rezolvate.\n<li class=\"l\"> A fost propus un nou sistem de redare a textului, care ofer\u0103 mai mult control asupra t\u0103ierii \u0219i \u00eentreruperii textului, asigur\u00e2nd \u00een acela\u0219i timp o claritate ridicat\u0103 la orice rezolu\u021bie de ecran.\n<li class=\"l\"> Instrumentele pentru localizare \u0219i traducere au fost extinse.\n<li class=\"l\"> A fost ad\u0103ugat un dialog separat pentru importul resurselor 2D \u0219i 3D, care suport\u0103 previzualizarea \u0219i modificarea set\u0103rilor scenei importate, materialelor \u0219i propriet\u0103\u021bilor fizice.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/739fde5d37e01230e8906056eb4f0c7e.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Editorul a ad\u0103ugat widget-uri noi, cum ar fi o bar\u0103 pentru revenirea la modific\u0103ri \u0219i un nou dialog de selec\u021bie a culorii \u0219i actualiz\u0103rii paletei.  <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/5b8a918f795bd4b4f67529e6d9f1f0b7.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Interfa\u021ba de inspectare a fost actualizat\u0103, <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/ro\/control-panel\/\"   title=\"panoul de control\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"518\">panoul de control<\/a> scena \u0219i editorul de scripturi. S-a \u00eembun\u0103t\u0103\u021bit eviden\u021bierea sintaxei, s-a ad\u0103ugat suportul pentru afi\u0219area mai multor cursor \u0219i s-au furnizat instrumente pentru editarea formatelor JSON \u0219i YAML.      <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\"> Func\u021bionalit\u0103\u021bile editorului de anima\u021bie au fost extinse, av\u00e2nd acum suport pentru amestecarea figurilor \u0219i procese \u00eembun\u0103t\u0103\u021bite bazate pe curba B\u00e9zier. Codul pentru anima\u021bia 3D a fost rescris, implement\u00e2nd suport pentru compresie pentru a reduce consumul de memorie. Sistemul pentru amestecarea anima\u021biei \u0219i crearea de efecte de tranzi\u021bie a fost rescris. S-au extins posibilit\u0103\u021bile de a crea anima\u021bii complexe. Au fost propuse biblioteci de anima\u021bie pentru stocarea \u0219i reutilizarea anima\u021biilor create.        <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/da46321b3e15f7464b90609593631bb4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat un modul de creare a filmelor, care efectueaz\u0103 renderizarea cadru cu cadru a scenei cu cea mai bun\u0103 calitate pentru a crea intro-uri \u0219i \u00eenregistr\u0103ri video.\n<li class=\"l\"> S-a extins suportul pentru c\u0103\u0219ti 3D \u0219i platforme de realitate virtual\u0103. Engine-ul a integrat suportul pentru standardul OpenXR, care define\u0219te o API universal\u0103 pentru crearea aplica\u021biilor de realitate virtual\u0103 \u0219i augmentat\u0103. \u00cen Windows \u0219i Linux, suportul pentru toate c\u0103\u0219tile 3D populare, inclusiv c\u0103\u0219tile SteamVR, Oculus \u0219i Monado, a fost asigurat.\n<li class=\"l\"> Stabilitatea subsistemului pentru organizarea jocurilor online a fost \u00eembun\u0103t\u0103\u021bit\u0103, iar procesul de dezvoltare a jocurilor multiplayer a fost simplificat.\n<li class=\"l\"> Func\u021bionalit\u0103\u021bile sistemului audio au fost extinse, av\u00e2nd acum suport pentru polifonie, s-a ad\u0103ugat o API pentru sinteza vocal\u0103 \u0219i s-a implementat posibilitatea de a repeta sunetul.\n<li class=\"l\"> A fost asigurat\u0103 posibilitatea de a lansa interfa\u021ba Godot pe tablete Android \u0219i \u00een browsere web.        <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/110c7912b81aa1db613ca0ce443d0125.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat\u0103 o nou\u0103 sistem de construire a jocurilor pentru diverse arhitecturi de CPU. De exemplu, acum se poate construi pentru Raspberry Pi, Microsoft Volterra, Surface Pro X, Pine Phone, VisionFive, Chromebook ARM \u0219i Asahi Linux.\n<li class=\"l\"> \u00cen API au fost efectuate modific\u0103ri care afecteaz\u0103 compatibilitatea. Trecerea de la Godot 3.x la Godot 4.0 va necesita reproiectarea aplica\u021biilor, dar pentru ramura Godot 3.x a fost asigurat\u0103 o durat\u0103 lung\u0103 de suport, perioada acesteia depinz\u00e2nd de cererea utilizatorilor pentru vechiul API.      <\/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=\"Reda\u021bi 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 \/>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58730\">opennet.ro<\/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 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