Search Unity

[Released] uNode - Visual Scripting [Support C# Import/Export]

Discussion in 'Assets and Asset Store' started by wahid_rachmawan, Oct 18, 2017.

  1. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    It will be improved in next update.

    Because its more easily to create it from block by hitting space key:
    1.gif
    But if you still prefer to use the old way, you can edit and uncomment line: 4 in the 'MethodValidation.cs' file.
     
    Szaruga likes this.
  2. Szaruga

    Szaruga

    Joined:
    Jan 29, 2016
    Posts:
    403
    Okay, but after pressing space in the action block - I do not have access to the function parameters.
    Of course, I can choose something else and later change it into a parameter, but can you add the option to select the parameter right away?
     
  3. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Okay, will be added in next update.
     
  4. Szaruga

    Szaruga

    Joined:
    Jan 29, 2016
    Posts:
    403
    @wahid_rachmawan
    What are your plans regarding the upcoming DOTS revolution? Will uNode support things like entities, jobs and so on? And if so, can you explain how it will work?
     
  5. Szaruga

    Szaruga

    Joined:
    Jan 29, 2016
    Posts:
    403
    @wahid_rachmawan
    After doing various actions, like compilation, selecting a function or deleting nodes, some of the above things begin to duplicate.
    Mainly duplicate functions are created, just like in the movie, and duplicates of nodes, eg when copying or deleting.
    :(
     

    Attached Files:

  6. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Currently there's no plan for the new DOTS, but when the DOTS stable is out i will integrate it and maybe with the new editor window but its still too earlier to explain.

    It will be investigate and fixed soon, thanks for report.
     
    Mark_01 and Szaruga like this.
  7. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    uNode v1.8b9 has been released.

    New improved Editor Command:
    command_1.gif command_2.gif command_3.gif command_4.gif

    changelog v1.8b9:
    -Added Welcome window.
    -Improved Editor.
    -Improved Graph Commands.
    -Fixed some bugs.

    Download here : http://maxygames.com/download/
     
  8. sledgeman

    sledgeman

    Joined:
    Jun 23, 2014
    Posts:
    389
    Hey, nice updates.
    I have to mention, that "Multi objects references" when generating C# still not works. In this new version, i got this error, when i delete uNode.dll :
    Code (CSharp):
    1. Assets/PROGRAM.cs(19,13): error CS0234: The type or namespace name `uNodeHelper' does not exist in the namespace `MaxyGames'. Are you missing an assembly reference?
    And if uNode.dll is not deleted, it works, but then i got this errors:
    Code (CSharp):
    1. TypeLoadException: Could not load type 'MaxyGames.JsonHelper' from assembly 'uNode, Version=1.7.9.9, Culture=neutral, PublicKeyToken=null'.
    2. MaxyGames.EventSystem.ESAction.OnAfterDeserialize ()
    Do you think it is fixable, in a future version ? So we don´t need a uNode.dll. Just pure C# output that works without uNode. (All tested on a Win 8.1 x64 system, Unity 5.6 )
     
  9. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    i've write before that its will be implemented/fixed in version 2.0 or maybe 1.9.
     
  10. Szaruga

    Szaruga

    Joined:
    Jan 29, 2016
    Posts:
    403
    @wahid_rachmawan
    (((Unity 2019.2 is now released... )))
    Therefore, for the latest version of uNode (1.8b9) - what version of Unity do you recommend?

    P.S.
    Do you still recommend using version 2019.1.0f2? Can uNode work better in version 2019.2.0f1?
    Or maybe ... (you know what Unity is - so it's worth knowing which version is the best for uNode)
     
    Last edited: Aug 8, 2019
  11. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    I still recommend using Unity 2019.1 because i use U2019.1 to improve and fix bugs on uNode and i still not tested uNode on U2019.2.
     
  12. Szaruga

    Szaruga

    Joined:
    Jan 29, 2016
    Posts:
    403
    Summer break is over ...
    Silence in the forum worries me ...
     
  13. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Sorry i very busy in my university, but don't worry i still active improving uNode;), i still prepare to release a stable version on asset store and maybe with a short video introducing new features.
     
    Mark_01, Szaruga and Innocent-Dev like this.
  14. Szaruga

    Szaruga

    Joined:
    Jan 29, 2016
    Posts:
    403
    There is no rush, it is important that the tool continues to be developed, even slowly. :cool:
     
  15. Szaruga

    Szaruga

    Joined:
    Jan 29, 2016
    Posts:
    403
    @wahid_rachmawan

    Unity 2019.1.0f2 + uNode v1.8b9 --->
    There are still self-duplicate errors of functions and nodes
    2019-09-25_18-26-33.png

    This happens mainly after copying or restarting the editor but always two copies are created, this applies to both functions and nodes.

    edit//
    I open such a script --->
    2019-09-25_19-13-39.png

    and I have it --->
    2019-09-25_19-14-10.png
     
    Last edited: Sep 25, 2019
  16. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Soon it will be fixed.

    Thanks for report it.
     
    Szaruga likes this.
  17. Szaruga

    Szaruga

    Joined:
    Jan 29, 2016
    Posts:
    403
    I tried to work with version 1.8b9, but in addition to the errors recently reported - there are other problems. For example: variables themselves change their type during compilation attempts, change names and order in the editor.
    I don't know how to report it.

    I went back to work with version 1.8b8 - which seems stable.
     
  18. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    I'll investigate and fix it soon.
     
  19. DavidLe360

    DavidLe360

    Joined:
    Dec 24, 2018
    Posts:
    127
  20. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    No the site still alive (its down before), and the project will be updated soon, i still updating the documentation before release new update.
     
    Szaruga and Innocent-Dev like this.
  21. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    uNode v1.8 has been released and soon will available on the Asset store.

    What new:

    New Place Fit features for Vertical graphs:

    This feature let you to auto arrange nodes which means you can focus more on what needs to be done.



    An easier way to convert node to blocks:


    This feature allow you to convert supported nodes to action/condition blocks.


    changelog v1.8:
    -Improved Editor.
    -Added command to convert supported flow node to Action node.
    -Added command to convert supported value node to Condition node.
    -Added Place fit nodes features for Vertical graph.
    -Fixed some bugs.

    Download here : http://maxygames.com/download/
     
    Last edited: Oct 14, 2019
  22. Szaruga

    Szaruga

    Joined:
    Jan 29, 2016
    Posts:
    403
    What is the recommended procedure for switching to a new version?
    Overwrite?
    Removing the old one and uploading a new one?
    Another?
     
  23. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Just overwrite it, but backup first.
     
  24. Szaruga

    Szaruga

    Joined:
    Jan 29, 2016
    Posts:
    403
    @wahid_rachmawan
    Is the recommended version of Unity for uNode still version 2019.1.0f2?
    What are the plans for the newer versions of Unity?
     
  25. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    I just submitted newer uNode on Asset store which i was test it on U2019.2, soon i'll upload it on my site after making a gif to introduce new feature.
     
    Innocent-Dev and Szaruga like this.
  26. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    uNode v1.8.1 has been released.

    What new:

    An easier way to creates arithmetic, comparison & flow node from output pins:

    operator & flow.gif

    An easier way to safely change arithmetic operations:

    change_operator.gif

    changelog v1.8.1:
    -Improved Editor.
    -Added ability to add arithmetic & comparison node on dragging pin.
    -Added ability to add supported flow node on dragging pin.
    -Added ability to safe change operator type in Arithmetic node.
    -Fixed some Vertical graph UI bugs in Unity 2019.2.
    -Fixed bug error on promoting null value to node.

    Download here : http://maxygames.com/download/

    This version has been tested on Unity 5.6, Unity 2019.1.0f2, and Unity 2019.2.9f1.
     
  27. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Szaruga and Innocent-Dev like this.
  28. BebopTune

    BebopTune

    Joined:
    Apr 7, 2019
    Posts:
    25
    I am experiencing heavy CPU usage, it going full throttle with v1.8.1, though I use very little 1.7.5 but I don't remember this kind a CPU usage. I am on 2019.1.14f1 and macos if is there any connection.
    Just one Unode editor open and few nodes there.

    and getting this errors;
     

    Attached Files:

    Last edited: Oct 21, 2019
  29. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Please send the stack trace too, it think it because of error.
     
  30. BebopTune

    BebopTune

    Joined:
    Apr 7, 2019
    Posts:
    25
    NullReferenceException: Object reference not set to an instance of an object
    UnityEditor.SceneView.CallOnPreSceneGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:3319)
    UnityEditor.SceneView.DoOnPreSceneGUICallbacks (UnityEngine.Rect cameraRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1919)
    UnityEditor.SceneView.OnGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2304)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <7d97106330684add86d080ecf65bfe69>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <7d97106330684add86d080ecf65bfe69>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <7d97106330684add86d080ecf65bfe69>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:340)
    UnityEditor.HostView.Invoke (System.String methodName) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:334)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:310)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean floatingWindow, System.Boolean isBottomTab) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:373)
    UnityEditor.DockArea.OldOnGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:340)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:278)
    UnityEditor.EditorUtility:DisplayProgressBar(String, String, Single)
    MaxyGames.uNode.Editors.BaseGraphView:<MarkRepaint>b__30_0() (at Assets/uNode/UIElementGraph/Editor/Views/BaseGraphView.cs:2580)
    MaxyGames.uNode.EditorUnityThread:Update()
    MaxyGames.uNode.Editors.uNodeEditorInitializer:Update() (at Assets/uNode/Editor/uNodeEditorInitializer.cs:1047)
    MaxyGames.uNode.Editors.uNodeEditorInitializer:Setup() (at Assets/uNode/Editor/uNodeEditorInitializer.cs:1021)
    MaxyGames.uNode.Editors.uNodeEditorInitializer:Reload() (at Assets/uNode/Editor/uNodeEditorInitializer.cs:1076)



    GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
    UnityEditor.EditorUtility:DisplayProgressBar(String, String, Single)
    MaxyGames.uNode.Editors.BaseGraphView:<MarkRepaint>b__30_0() (at Assets/uNode/UIElementGraph/Editor/Views/BaseGraphView.cs:2580)
    MaxyGames.uNode.EditorUnityThread:Update()
    MaxyGames.uNode.Editors.uNodeEditorInitializer:Update() (at Assets/uNode/Editor/uNodeEditorInitializer.cs:1047)
    MaxyGames.uNode.Editors.uNodeEditorInitializer:Setup() (at Assets/uNode/Editor/uNodeEditorInitializer.cs:1021)
    MaxyGames.uNode.Editors.uNodeEditorInitializer:Reload() (at Assets/uNode/Editor/uNodeEditorInitializer.cs:1076)




    Exception: Invalid target type
    MaxyGames.MemberData.InvokeFlow () (at <4cb73594109f416184d41c3b74be5b0c>:0)
    MaxyGames.uNode.EventNode.Activate () (at <4cb73594109f416184d41c3b74be5b0c>:0)
    MaxyGames.uNode.UpdateCaller.Update () (at <4cb73594109f416184d41c3b74be5b0c>:0)
    Rethrow as uNodeException
    MaxyGames.uNode.UpdateCaller.Update () (at <4cb73594109f416184d41c3b74be5b0c>:0)
     
  31. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Still can't find the error come from, would you like to send me the graph prefab?
     
  32. BebopTune

    BebopTune

    Joined:
    Apr 7, 2019
    Posts:
    25
  33. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    uNode v1.8.2 has been released.

    changelog v1.8.2:
    -Added ability to move graph canvas with right click
    -Added ability to change function node overloads with right click
    -Added EventHook node, used to easily hook C# Event / UnityEvent.
    -Improved C# Parser
    -Improved CSharpGenerator
    -Improved Editor
    -Improved Vertical graph performances
    -Fixed MemberData value are not being updated on Undo/Redo
    -Fixed UI bug on Vertical graph

    Download here : http://maxygames.com/download/

    Update Note: Remove 'UIElementGraph' folder at 'Assets/uNode/UIElementGraph' before updating vertical graph.
     
    Szaruga and Innocent-Dev like this.
  34. sledgeman

    sledgeman

    Joined:
    Jun 23, 2014
    Posts:
    389
    Very nice. Another great update. I am just waiting to get this fixed : #808 . As you mention it would be ready in v1.9 or 2.0
     
  35. eggeuk

    eggeuk

    Joined:
    Sep 1, 2013
    Posts:
    88
    Hi, congratulations for the lot of work done across summer. I beleave uNode has now reached a good state for public presenting.
    I have posted a review on Asset Store. It's my view to uNode and visual scripting for Unity.
    I hope this can help for getting more users and more input for discussing things.
    Good luck and furthermore success with uNode.
     
    Mark_01 likes this.
  36. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Thanks, and of course case #808 will be fixed in the next v1.9 or 2.0.

    Thanks you for leaving good review, it help me a lot:).
     
    Mark_01 likes this.
  37. BebopTune

    BebopTune

    Joined:
    Apr 7, 2019
    Posts:
    25
    Hi people, How can I get referance from other unode runtime in attach same object and also from other objec?
    From normal script I can get referance, But when I search unode runtime public functions nothing appear.
     
  38. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    You can use blocks to do that, below is how to get uNode runtime in the same object by name and call a functions:
     
    Last edited: Nov 15, 2019
  39. BebopTune

    BebopTune

    Joined:
    Apr 7, 2019
    Posts:
    25
    I can't see anything from that Gif it's very low quality
     
  40. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Sorry for that, you can download that video or visit video url here to watch in high quality.
    Don't know why streamable play in low quality.
     
    Last edited: Nov 15, 2019
  41. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    uNode v1.8.3 has been released.

    What new:

    New Macro Features:
    This feature have two system 'uNode Macro' and 'Macro Node' both system are supported to hold variable which you can use it to build complex macro.

    The uNode Macro let you to build your own node to use it within many graphs.
    creating_unodemacro.gif

    The Macro node let you to pack many node into one node, this macro is embedded directly within the current graph.
    This node can also be saved to uNodeMacro to reuse it within many graphs.
    macros.gif

    New Search Graph Features:
    This feature allow to search node in the current graph easily.
    • Directly typing will search for node name.
      example: type 'Debug' will search node with name 'Debug'.
    • Type 'p:' or 'port:' will search node by port name or port type.
      example: type 'port:message' will search node with port named 'message' or type 'port:bool' will search node by port type equal to boolean.
    • Type 't:' or 'type:' will search node based on node type.
      example: type 'type:variable' will search node that's referenced to a variable.
    search_node_by_name.gif

    changelog v1.8.3:
    -Added Macro features.
    -Added ability to search graph nodes by:
    name,
    type (block, event, variable, property, function, constructor, literal, value, and proxy),
    port name,
    port type​
    -Major code refactoring
    -Fixed some bugs


    Download here : http://maxygames.com/download/
     
    Last edited: Nov 27, 2019
  42. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Innocent-Dev likes this.
  43. drukengamer

    drukengamer

    Joined:
    Sep 17, 2018
    Posts:
    6
    Hi,

    Great job on uNode. I noticed that we have uNode Class and uNode struct components.

    I was wondering can it create lists of structs or classes.

    When I go to create class variables I see arrays and generic lists, but it does not allow me to create them of the type of class or struct I have created.

    Thanks in advance.
     
  44. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Sure uNode can create lists of structs or classes.
    To create it, firstly you need to make a variable and then change the type to accordingly to you need.
    Below is how to do it:
    change_type_to_array_and_list.gif
     
  45. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    uNode v1.8.4 has been released.

    What new:

    New Node Browser window:
    Allow for browse available node and create node by drag & drop to graph.
    For now only reflection member are available, soon regular node will be available and some great feature like grouping and favorite.

    The window can be opened at 'Tools > uNode > Node Browser'
    NodeBrowser.png
    i've tried to make it with UI Elements which is more beautiful like the 'Graph Explorer' below, i've successful make it but it very laggy i try to fix it but still very laggy and a high memory usage so i decided to make it with IMGUI.


    New Graph Explorer window:

    Here is the new Graph Explorer which allow you to easy explore graph in the project and you can open it by double click on it.
    Currently Graph Explorer can only view all graph in the project and creating node by drag & drop but it will be more productive when most of planned are done like:
    -Grouping
    -Creating new graph, variable, property, and function
    -Project Management just like in Visual Studio Solution Explorer
    -Refactoring
    -Compile whole graph or by specific project


    The window can be opened at 'Tools > uNode > Graph Explorer'
    Explorer.png


    New Save Graph to Image:

    Save graph to image with a high quality (2X zoom) in the graph, all nodes in the current graph will be covered so it will produce big size when you have many nodes.
    You can see the attached file 'Capture.png' it 4794 x 5348 pixels.
    To save the graph to image just right click on the graph canvas to open context menu and select 'Take Screenshot'

    New Type Patcher:
    I mainly create this feature to debugging purpose in playmode without having to save script with debug mode so here it is

    You just need to save the graph in playmode and uNode will auto compile with debug mode and patch the script you can either disable this feature by disable debug mode or removing Type Patcher script.
    You can use this not just for debugging but you can also use it for prototyping too but there are some limitation

    Limitation (Know):
    -Only function, property and constructor bodies can be patched
    -Can't add or remove function, property, and constructor from the original type
    -You can add new variable, property, and function but new variable value will be default (null if reference type)
    -Tested only on simple script, complex script may lead to strange behavior

    How the patcher work?
    -Firstly uNode generates c# script
    -Compile generated c# using CodeDOM which will produce new type in new assembly
    -Redirect all existing function, property, and constructor in the original type to newer type the process just like : https://stackoverflow.com/questions/7299097/dynamically-replace-the-contents-of-a-c-sharp-method

    Note: you need to import c# parser in order to use type patcher feature.

    changelog v1.8.4:
    -Added Node Browser allow to create node by drag & drop
    -Added Graph Explorer allow to explore graph in the project
    -Added Type Patcher allow to debug and patch (modify graph and compile without domain reload for prototyping purpose) generated script in playmode
    -Added auto save graphs on rename (variable, property, and function)
    -Added ability to create liked macro by drag & drop macro asset to graph
    -Added ability to edit uNode when double clicking the uNode asset in the project panel
    -Added ability to Take Screenshot of the Graph with high quality image (2X zoom)
    -Changed auto save to only work in editor, use 'Save' button to save graph in the playmode
    -Changed when editing graph in playmode any changed will be reverted on exiting playmode
    -Fixed bug that makes documentation doesn't load Unity API
    -Fixed bug that makes Realtime C# Preview doesn't repaint automatically on change value and connect node in the graph
    -Fixed bug uNode Editor loses focus when entering / exiting playmode or closing uNode Editor window
    -Fixed bug wrong position on creating linked node
    -Fixed bug error generating code when linked node have variable which aren't initialized
    -Fixed error on removing node while in play mode
    -Fixed some warning

    Download here : http://maxygames.com/download/
     

    Attached Files:

    Last edited: Dec 17, 2019
  46. Szaruga

    Szaruga

    Joined:
    Jan 29, 2016
    Posts:
    403
    New Node Browser window - very nice :)
    New Graph Explorer -
    very nice :rolleyes:
    New Save Graph to Image -
    very nice too :cool:
    New Type Patcher - Cool but, I prefer not to change the instructions during its execution. ;)

    I'm impressed - an ever better and more professional tool, where are your limits? :eek:

    P.S.
    Why does the screenshot feature create a horizontal and vertical line? (see attached image)
    Capture-test_0.png
     
  47. sledgeman

    sledgeman

    Joined:
    Jun 23, 2014
    Posts:
    389
    i am desperatly waiting for v1.9 :)
     
  48. wahid_rachmawan

    wahid_rachmawan

    Joined:
    Oct 4, 2017
    Posts:
    516
    Thanks and i still have a lot of roadmap for uNode the biggest one is support for DOTS but instead of a graph based i plan to support it using EventSheet which is much easier but of course i'll start made it after DOTS is stable.

    Its a bug, i don't have it in my. What's your unity version?

    Look like you very want for no dependencies of uNode for using multi target in state graph, okay i'll make sure that feature will be arrived before v1.9;)
     
  49. Szaruga

    Szaruga

    Joined:
    Jan 29, 2016
    Posts:
    403
    2019.2.9f1
     
  50. sledgeman

    sledgeman

    Joined:
    Jun 23, 2014
    Posts:
    389
    Cool :cool:. Very cool....ehm, yeah, you are right :)