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HDRP: It is now considered a miss when a ray hits the sky in the ray marching part of mixed ray tracing. HDRP: Make some volumetric clouds properties additional to reduce the number default parameters.

HDRP: Modified the history validation pass so that Unity only performs it once for each frame and not for every effect. Now the Wizard working variable should not intefere with the versioning tool. Without surfacing these exceptions, developers cannot act on any underlying reflection errors in the HDRP assembly. HDRP: The default black texture to use for mixed reality is now opaque. It's alpha value is now 1 whereas previously it was 0. HDRP: The depth of field at half or quarter resolution is now computed consistently with the full resolution option.

The Packages folder is versioned by Collaborate. Package: Recorder Prevent invalid GPU callback data from being written to a frame: this change skips the problematic frame and logs an error message. Package: Changed the package display name from "Unity Recorder" to "Recorder" in the package manager. Package: Updated com. Package: Com.

Profiler: Stability and performance improvements of com. Profiler: The Unity Profiler now only shows threads that have profiler markers generated since you opened the Profiler. Shadergraph: Added borders to inspector items styling, to better differentiate between separate items. Shadergraph: Changed the "Create Node" action in ShaderGraph stack separator context menu to "Add Block Node" and added it to the main stack context menu.

Shadergraph: Modified the the shader permutation variant limit so that only ShaderGraph keywords count towards the limit; SubGraph keywords do not. Shadergraph: Prevent users from setting enum keywords with duplicate reference names and invalid characters.

Shadergraph: Properties and Keywords are no longer separated by type on the blackboard. Categories now allow for any combination of properties and keywords to be grouped together as the user defines.

Shaders: Added a shader warning for when reserved constants names with consecutive underscores are used. Shaders: Shader compiler logs are now generated in a project's Logs folder instead of the Library folder.

Shaders: Shader. IsKeywordEnabled and CommandBuffer. DisableKeyword API will no longer create a global keyword if it doesn't exist. Tests: Changed iOS automation code so that it uses Shell. ExecuteProgramAndGetStdout for process handling. UI Toolkit: By default, rendering data of VisualElements with an opacity of zero is now generated and remains up-to-date, allowing animation in opacity without causing performance drops.

UI Toolkit: Marked the com. UI Toolkit: Removed additional overhead of attaching to panel for Live Reload when the option is turned off to improve performance in loading VisualTreeAssets.

This allows assets referenced by UI assets to be renamed or moved within your project without breaking asset references. Universal: DepthNormals passes now sample normal maps if used on the material, otherwise output the geometry normal. Universal: Enabled subsurface scattering with global illumination for handwritten Universal ST8 shaders.

Universal: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities. Universal: Modified URP profiling scopes. Remove low impact scopes from the command buffer to improve performance. Fixed the name and invalid scope for the context. Universal: Moved the code that evaluates the fog from the vertex shader to the pixel shader. This improves the rendering of fog for big triangles and the fog quality.

This can change the look of the fog slightly. This is now similar to the Height-blend feature for the Terrain Lit Shader. Universal: Shadow fade now uses border value for calculating shadow fade distance and fall off linearly.

Previously, Unity did not perform the remapping on OpenGL platforms, discarding the range [-near, 0]. URP: Changed material upgrader to upgrade AnimationClips in projects that have curves bound to renamed material properties. URP: Changed process to stripping shader variants per renderer feature instead of combined renderer features. URP: Changed the opaque pass depth to be copied instead of scheduling a depth prepass when MSAA is enabled and a depth texture is required.

Note that there are no guarantees for the exact content of the render target, so projects should only use "Dont care" if they are guaranteed to render to, or otherwise write every pixel every frame.

Virtual Texturing: Now PopRequests allows the destination list to have a different size than the texture stack's maxActiveRequests value. GetPhysicsShape, Sprite. OverridePhysicsShape and Sprite. OverrideGeometry Alloc when Tilemap. AI: Fixed a crash when exiting play mode while a NavMesh asynchronous update call is being scheduled. AI: Fixed crashes from building from meshes larger than the allowed size threshold.

Android: Added a new AndroidDevice. This is helpful if an app needs to run Chrome OS-specific code. Android: Added fullscreen flag to manifest to better handle static splash screen. Android: Clamp Android minimum bundle version to greater than 0 Android: Fix high memory usage for textures when uploading textures at runtime using Vulkan Android: Fix rendering errors when trying to use Particle Systems with instancing on devices that don't support it Android: Fixed Android build failures due to unsupported manifest features when targeting API 23 or below.

GetData being ignored when using Vulkan. Android: Fixed crash when using R16 UNorm and similar formats with Vulkan on devices that don't support it. Android: Fixed Patch not working on some newer Android devices due to permission issue. Android: Fixed screen safe area values at startup. Android: Fixed shader compile error when signed bitfieldExtract is generated for ES 3. Android: Il2cpp resources will be extracted during player launch only when needed, for ex.

Previously they would be extracted each time you make a new build from Unity. SetData Android: Resolved an issue that prevented features such as tessellation and geometry shaders from being marked as supported on Android devices whose driver supports OpenGL ES 3. Android: Updated Kotlin version to fix potential compatibility problems in Android Studio.

Animation: 1D BlendTree's threshold values were draggable when not the hot control. Animation: Added a tooltip for the auto live link button in the animator window. Animation: Added option to set the single layer optimization for AnimationLayerMixerPlayable that is enable by default in previous version. Animation: Fixed a bug where the. Animation: Fixed a bug where the parameters list being previewed would not display in the inspector window. Animation: Fixed an issue when trying to record elements from array where the index elements were 2 or 4.

Animation: Fixed an issue where an animation playable events would still fire while it was paused. Animation: Fixed an issue where the application would crash if modifying the graph while being traversed. Animation: Fixed an issue where the checkbox wouldn't align properly with its label in the transition list.

Animation: Fixed an issue where the destination state would indicate INVALID instead of the known destination state in the transition list of the inspector window.

Animation: Fixed an issue where the slider of the animation window would go into the hierarchy part of the window when the animation window was too small width wise Animation: Fixed an issue where the stabilize feet would not get saved upon entering playmode. Animation: Fixed an issue where the transition to a base layer state machine would be invisible Animation: Fixed an issue where the transition would automatically disappear if made from a lower layer state machine to an upper layer one.

Animation: Fixed an issue where the Vector property of the material component would not have a blue tint to highlight it was being animated when in preview mode. Animation: Fixed an issue where warnings would appear while typing the first numbers of the time in blend tree before confirming the value. Animation: Fixed animation curve editor swapping unintentionally when editing curves in two different inspectors.

Animation: Fixed animation events to fire correctly when overriding the loop in a AnimationClipPlayable. Animation: Fixed animation transition preview playback marker to update correctly when window is floating and animation is paused. Animation: Fixed Animator MatchTarget to work correctly with longer time. Animation: Fixed BlendTree graph where nodes switch positon when play is pressed.

Animation: Fixed edge highlighting logic with livelink in mecanim with edge cases involving Any State and Entry nodes. Animation: Fixed for disappearing Animator State Machine information. Animation: Fixed GetLayerWeight function in Animator to always return 1 if getting the base layer weight. Animation: Fixed human pose offset in Animation C Job when root node is scaled. Animation: Fixed human pose with missing bones shifting when used in an Animation C Job.

Animation: Fixed ScaleConstraint on child with parent having a nulled scaled axis. Animation: Fixed slow performance depend on the first selected. Animation: Fixing an issue where an Animator with Animate Physics ON would apply physics to every transform except the root transform Animation: Removed invalid error messages and display correct inspector when viewing a state with invalid StateMachineBehaviours.

Animation: Removed multi edit on animator override controller Animation: Stop animation preview when exiting edit mode with Play Mode with Reload Domain disabled to prevent accessing destroyed object. Animation: Updated documentation of playable to document feature of auto adding new port Asset Bundles: AssetBundle. Unload waits for all asset bundle async operations to be completed before proceeding. Asset Bundles: Fixed error being logged when accessing an archive file that was modified while it was still opened.

Asset Bundles: Fixed issue where Caching. IsVersionCached returns false when loading a previously cached bundle. Asset Bundles: Fixed issue where loading an asset from a bundle asynchronously while loading a texture synchronously causes a deadlock on the main thread.

Asset Import: Changing player settings Graphics APIs while editor is in Android platform no longer reimports all textures, video clips or fonts. Asset Import: Editing the animation clip directly from the sub-asset on first import is no longer broken. Asset Import: Fixed missing normal property values from materials imported from 3DsMax 's Physical materials. Asset Import: GatherDependenciesFromSourceFile declared in parent classes is now properly called from derived classes.

Asset Import: ModelImporter now only renames sibling nodes with duplicate names. Asset Import: New flag to allow rigs with different topologies to be swapped. Asset Import: Only call frame rate errors when animations are imported. Asset Import: SearchAndRemap now functions as expected in packages. Asset Import: Switching Texture Importer tabs does not dirty the importer. Asset Pipeline: All domain reloads are now done inside asset db.

This fixes problem with reloading of asset objects when doing manual refresh. Asset Pipeline: Asset loading is safe in this callback. Asset Pipeline: Fixed a crash that could occur when opening a project with a meta file conflict.

Asset Pipeline: Fixed a very rare bug causing directory monitor not pick up all the changes that happened before a Refresh.

Asset Pipeline: Fixed an assert when fetching previews for assets in AssetBundles. Asset Pipeline: Fixed an issue where a scene could become corrupt if renamed to match the name of a recently deleted scene.

Asset Pipeline: Fixed an issue where AssetDatabase. SaveAssetIfDirty wouldn't save the asset if a sub-object was dirty, but the main object wasn't. Asset Pipeline: Fixed an issue where renaming an asset in the Project Browser could cause the selection highlight to disappear. Asset Pipeline: Fixed issue with missing domain reload when entering play mode and LockReloadAssemblies is set. Asset Pipeline: Fixed missing automatic scale down or import workers in order to not use excess system resources.

Asset Pipeline: Fixed problem where artifact dependency could get ignored. Asset Pipeline: Fixed the progress bar being full during the import of assets. Asset Pipeline: Fixed to script type dependency hash generation.

The issues could cause unnecessary imports and in some cases missing reimports. Asset Pipeline: Fixed various issues relating to assets not being correctly unloaded during AssetDatabase. Asset Pipeline: Improved performance of flushing the preload operation queue from the main thread.

This can occur when accessing an operation's result on the main thread before it is completed. Asset Pipeline: InitializeOnLoad method shouldn't be used for asset operations, because InitializeOnLoad is called before asset importing is completed. This callback should be used for domain reload related initialization that requires asset operations such as asset loading.

InitializeOnLoad method shouldn't be used for asset operations, because InitializeOnLoad is called before asset importing is completed. Asset Pipeline: Preview of material is now correctly regenerated when shader changes Asset Pipeline: Previews are now correct for a prefeab when assets referenced by the prefab like texture changes Asset Pipeline: Using the AssetDatabase. Asset Pipeline: When asset object is reloaded, it is now reset before loaded with new values.

This fixes problem with fields with default values not being set to default value, if field is removed from assets. Audio: Fixed editor crash when undoing after reordering snapshots in the audio mixer. Fixed exception when deleting snapshots.

Audio: Fixed microphone API not working when automatic output device suspension was active. Audio: SoundManager optimizations for lowering main thread performance degradations caused by having a large amount of loaded audio clips in a scene. Bug Reporter: Fixed a bug where the crash reporting symbol uploader process would crash on parsing certain dSYM files. Bug Reporter: Improved failing filename error message to make it reflect the source of the problem better.

Build Pipeline: Errors from catastrophically failing incremental build pipeline steps are now clearer. Build Pipeline: Fixed a bug where data builds would unnecessarily rerun in incremental player builds if the project contained editor resources. Build Pipeline: Fixed a bug where UnityLinker would unnecessarily rerun without changes in incremental player builds. Build System: Fixed a problem with the detection of Microsoft. Burst: clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.

Burst: Clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now. Burst: Direct Call extension methods that only differ on argument types are now supported previously Burst's AssemblyLoader would complain about multiple matches. Burst: Dots runtime function pointer transform has been simplified, making it less brittle and fixing some bad IL generation. Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.

Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling. Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value. Burst: Fixed a bug where having any [DllImport] in a class that used the Direct Call mechanism could result in an illegal CompileFunctionPointer call being produced by our post processor.

Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast. Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.

Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall. Burst: Fixed a bug where the multi-CPU dispatcher used for player builds targetting multiple CPU architectures could end up generating invalid instructions.

Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.

Burst: Fixed a bug whereby sometimes some LLVM intrinsics could be incorrectly marked as unused causing invalid codegen with calls to math. Burst: Fixed a minor debug information bug where built-in types with methods like System.

Int32 would generate incorrect debug information. Burst: Fixed a regression where managed static fields, in static constructors that would also be compiled with Burst, could cause a compile time failure for mixing managed and unmanaged state. Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.

Burst: Fixed an issue where Burst would erroneously error on BurstCompile. Burst: Fixed an issue where if a user used a math function like cos , sin , etc then LLVM would preserve both the scalar and vector implementations even if they were trivially dead, causing us to inject otherwise dead functions into the resulting binary.

Burst: Fixed Burst's handling of stack-recovery, in the editor, on Apple Silicon hardware. Burst: Fixed the 1.

Burst: Function calls using in modifiers on blittable structs where being treated as non blittable. Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch. Burst: Made math. Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check. Core: Fixed bug where shadows disappear in the frustum corners from false positives in the shadow culling.

Core: Fixed bug with shadow fade where the shadows will be culled with a hard line across the fade and also stretches the fade beyond the projected shadow. Fix incorrect syntax in command line reference DS DX Fix int shader uniforms in. The format is supported. Editor: A warning is now displayed when modifying the enable analytics preference, informing the user that it will require a restart of the editor.

Editor: Added support for dragging across delayed UI fields to change variables. Editor: Added tooltips in the Scene template Inspector. Editor: Added tooltips to the buttons of the Simulator view Control Bar.

Editor: Allow hierarchy search to find scripts which share names of internal types. Editor: Allow multiple Unity versions to display in the "Open With Allow the user to choose one as the default. Editor: Close add ratio window after selecting from aspect ratio menu.

Editor: ColorUsageAttribute is now respected when the inspector window is in debug mode. Editor: Custom editors that live in a Unity package will now be used only is a user defined custom editor is not found. Editor: Disabled preset for ThemeStyleSheet. Editor: Display the menu item name when its execution time is longer than the user wait threshold i. Thanks btw, but I've better version from Nyaa and I've been searching for a while Japanese version without thcrap English patch, Do you have it?

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The dark parts of brick textures stay dark rather than shifting value towards lighter greys. But the removal of flat specular shine means night-time scenes have better overall contrast between light and dark areas.

The change to Linear with new shaders also resolves the problem of terrain textures looking over-bright under a midday sun. Finally, the daytime light curve was adjusted to provide a longer plateau of sunlight around 10am-3pm.

For some years now, Daggerfall Unity has continued to use an older embedded postprocessing stack. This has now been removed and replaced with current Post Processing 3. This updates deferred fog and postprocess capabilities to be in line with current engine.

It also required some minor code changes and retuning fog as some parts of the old Post Processing library have been deprecated. Fog is roughly the same, other than being a bit thicker towards limits of view distance. Compare the distant trees and buildings in below winter scene. Daggerfall Unity 0. Due to all the changes across asset pipeline, colour space, default materials, and postprocess stack, you should expect some mods that work under 0.

Mods that include new materials and shaders will be most affected. Any non-graphical mods, or those which only change game settings, should be unaffected or only need minor tuning.

It could take several weeks for mod authors to update their mods to be compatible. You can also run 0. Other than changes outlined above, the 0.

Looking to the future, this represents the last major change to Daggerfall Unity leading up to 1. Bug fix and general refinement will resume once 0. Thank you for reading! I hope you decide to try out Daggerfall Unity 0. For the last few versions, patch notes and downloads have been mirrored to our GitHub Releases page. Starting from upcoming July builds, our Releases page will be the official site to find new builds of Daggerfall Unity. Live Builds will be retired and redirect to Releases.

This comes with a few advantages. Patch notes, source, and downloads for each release now all live together in one place, and a longer release history can be maintained. Whereas Live Builds would only keep last two or three builds, Releases can retain all new versions going forwards.

It also means new releases can be curated by other developers as future stewardship of Daggerfall Unity broadens beyond myself. This is part of a strategy to make GitHub the primary Daggerfall Unity site in time for 1. Daggerfall Workshop started as a personal blog site outlining my journey creating exploring tools for Daggerfall. Since Daggerfall Unity reached classic parity in , most of the posts here have been patch notes in bullet format.

But if you look back over posts from a few years ago, there were more interesting and technical updates as the energy of development was in full swing. I might at last have some time just to play for fun and build mods of my own on the side. At its core, your game is a Universal Windows Platform app, so that's where you'll begin. UWP evolves and expands the Windows Runtime model and hones it into a cohesive, unified core. Because the UWP provides guaranteed API layers, you can choose to create a single app package that will install across Windows 10 devices.

NET that are specific to the devices your game runs on. The following are excellent guides that discuss the Universal Windows Platform apps in detail, and are recommended reading to help you understand the platform.

Getting set up and ready to develop a Universal Windows Platform app is quick and easy. The following guides take you through the process step-by-step. If you're an "absolute beginner" to UWP programming, and are considering using XAML in your game see Choosing your graphics technology and programming language , the Windows 10 development for absolute beginners video series is a good place to start.

Process lifetime management, or app lifecyle, describes the various activation states that a Universal Windows Platform app can transition through. Your game can be activated, suspended, resumed, or terminated, and can transition through those states in a variety of ways. Games share some common user interface elements and design principles with apps, but games often have a unique look, feel, and design goal for their user experience.

Games succeed when thoughtful design is applied to both aspects—when should your game use tested UX, and when should it diverge and innovate? The presentation technology that you choose for your game—DirectX, XAML, HTML5, or some combination of the three—will influence implementation details, but the design principles you apply are largely independent of that choice.

Separately from UX design, gameplay design such as level design, pacing, world design, and other aspects is an art form of its own—one that's up to you and your team, and not covered in this development guide. Following a consistent color guideline in your game improves aesthetics, aids navigation, and is a powerful tool to inform the player of menu and HUD functionality.

Consistent coloring of game elements like warnings, damage, XP, and achievements can lead to cleaner UI and reduce the need for explicit labels. The appropriate use of typography enhances many aspects of your game, including UI layout, navigation, readability, atmosphere, brand, and player immersion.

A UI map is a layout of game navigation and menus expressed as a flowchart. The UI map helps all involved stakeholders understand the game's interface and navigation paths, and can expose potential roadblocks and dead ends early in the development cycle. XAudio2 is a low-level audio API that provides signal processing and mixing foundation for developing high performance audio engines. These libraries can help you save development time and effort. Your studio is now fully engaged and moving into the production cycle, with work distributed throughout your team.

You're polishing, refactoring, and extending the prototype to craft it into a full game. A tile is your game's representation on the Start Menu. Tiles and notifications can drive player interest even when they aren't currently playing your game. An add-on in-app product is a supplementary item that players can purchase in-game.

Add-ons can be game levels, items, or anything else that your players might enjoy. Used appropriately, add-ons can provide revenue while improving the game experience. You define and publish your game's add-ons through Partner Center, and enable in-app purchases in your game's code.

To optimize performance, take advantage of Game Mode in Windows 10 to provide your gamers with the best possible gaming experience by fully utilizing the capacity of their current hardware. The Windows Performance Toolkit WPT consists of performance monitoring tools that produce in-depth performance profiles of Windows operating systems and applications. This is especially useful for monitoring memory usage and improving game performance. ProcDump, which is part of Windows Sysinternals , is a command-line utility that monitors CPU spikes and generates dump files during game crashes.

Some portions of DirectX development can be nuanced and complex. When you get to the point in production where you need to dig down into the details of your DirectX engine, or debug difficult performance problems, the resources and information in this section can help. Develop world-ready games for the Windows platform and learn about the international features built into Microsoft's top products.

The following guides and information help make the publishing and submission process as smooth as possible. You'll use Partner Center to publish and manage your game packages. Don't let certification issues delay your game's release. Here are policies and common certification issues to be aware of. The store manifest StoreManifest. The store manifest provides additional features that are not part of the AppxManifest.

For example, you can use the store manifest to block installation of your game if a target device doesn't have the specified minimum DirectX feature level, or the specified minimum system memory.

After you've finished development and shipped your game, it's not "game over". You may be done with development on version one, but your game's journey in the marketplace has only just begun. You'll want to monitor usage and error reporting, respond to user feedback, and publish updates to your game. Visual Studio Application Insights provides performance, telemetry, and usage analytics for your published game.

Application Insights helps you detect and solve issues after your game is released, continuously monitor and improve usage, and understand how players are continuing to interact with your game. Application Insights works by adding an SDK into your app, which sends telemetry to the Azure portal. To update your published game, submit a new app package with a higher version number. After the package makes its way through submission and certification, it will automatically be available to customers as an update.

Xbox Live is a premier gaming network that connects millions of gamers across the world. If you would like to develop Xbox Live enabled titles, there are several options are available to you. For info about the various programs, see Developer program overview. Skip to main content. This browser is no longer supported. Download Microsoft Edge More info. Contents Exit focus mode. Is this page helpful? Please rate your experience Yes No.

Any additional feedback? Note Some features are managed through various programs. Note If you would like to develop Xbox Live enabled titles, there are several options are available to you. However, the personal blogs are limited to viewers with MSU accounts. Google Sites has a well-developed set of tools, and its ease of use make it a great option for hosting. Paid Options:. Migration is essentially a copy-paste function, and LAMP Stack works with genuine domain names such as mysite.

This option is not recommended for websites that cannot experience downtime, as the LAMP stack may experience occasional outages.



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