PureBasic 5.00 Beta 5

Ankündigungen PureBasic oder die Community betreffend.
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ts-soft
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PureBasic 5.00 Beta 5

Beitrag von ts-soft »

Code: Alles auswählen

 - Added: Cocoa support on OS X (now the default toolkit)
- Added: 64-bit version of PureBasic for OS X
- Added: Brand new Form Designer, for Windows, Linux and OS X
- Added: Carbon subsystem for PowerPC and x86 version of PureBasic (use 'carbon' as subsystem to enable it)
- Added: Multi-dimensional arrays in structure support
- Added: InitScintilla() on Linux and OS X avoid compilation issues (empty function)
- Added: #PB_Window_NoActivate flag to OpenWindow() and HideWindow()
- Added: #PB_EventType_RightClick support ScintillaGadget()
- Added: Favorites section to the explorer tool (IDE)
- Added: Trigger for custom tools when a new source file is created (IDE)
- Added: SetWindowCallback() support to OS X to have callback events (only a few type supported: #PB_Event_SizeWindow, Splitter, ScrollBar)
- Added: partial thread-safety to GTK (Linux)
- Added: SpritePixelCollision() support for OS X and Linux

- Changed: SetModulePosition() is now in milliseconds, no more in pattern

- Updated: Scintilla updated to 3.1.0
- Updated: Expat updated to 2.1.0
- Updated: libjpeg updated to 8.0d
- Updated: libpng updated to 1.5.12
- Updated: Ogre to 1.8.0, bullet to 2.80, hydrax to 0.5.4, CEGUI to 0.7.7
- Updated: ModPlug lib update to 0.8.8.4
- Updated: Use of VC++ 2010 instead of VC++ 2005 to compile the Windows libraries (32-bit and 64-bit), resulting of better optimized code

Engine3D:
---------
Added: a new optional parameter to  InitEngine3D() with constants #PB_Engine3D_DebugLog and #PB_Engine3D_DebugOutput
Added: RayPick(x, y, z, x2, y2, z2 [, PickMask]) ; Returns the first #Entity crossed by the ray
Added: 'PickMask' parameter to MousePick()

World:
------
Added: RenderWorld() now returns 'TimeSinceLastFrame', in milliseconds
Added: SkyBox() and SkyDome() now supports Fog()
Added: 'Color' and 'TextureSize' parameters to WorldShadows()
Added: #PB_World_UnderWater and #PB_World_WaterGodRays flags to CreateWater()

Camera:
------
Added:   CameraViewWidth(#Camera)  ; return camera width in pixels
Added:   CameraViewHeight(#Camera) ; return camera height in pixels
Added:   CameraViewX(#Camera)      ; return Y position in pixels
Added:   CameraViewY(#Camera)      ; return X position in pixels
Added:   CameraDirection(#Camera, x, y, z)  ; change the direction
Added:   CameraDirectionX/Y/Z(#Camera) - Retrieve the direction of the #Camera.
Added:   new 'IsActive' optional parameter to render to texture for CreateCamera()
Added:   SetCameraFixedYawAxis(#Camera, Mode [VectorX, VectorY, VectorZ]) - Change the way the yaw axis is managed
Changed: CameraLookAt()          ; doesn't change the direction anymore



Material:
---------
Added: ScaleMaterial(#Material, x, y)
Added: MaterialFog(#Material, Color, Intensity, StartDistance, EndDistance) - Display a fog effect on the material
Added: ReloadMaterial(MaterialName$, Filename$, ParseScript)
Added: ResetMaterial(ObjectType)
Added: #PB_Material_Anisotropic support to MaterialFilteringMode() and #PB_Default support as Material to set the default settings for materials.
Added: #PB_Material_Wireframe, #PB_Material_Point and #PB_Material_Solid to MaterialShadingMode()


Node:
-----
Added: NodeFixedYawAxis()

Sound3D:
--------
Added: SoundListenerLocate() ; to move the sound listener (the ear) in the world

Entity:
-------
Added: new 'PickMask' optional paramater for CreateEntity()
Added: #PB_Entity_Wireframe, #PB_Entity_Solid, #PB_Entity_Point and #PB_Entity_DisplaySkeleton to EntityRenderMode()
Added: FreeEntityJoints(#Entity) - Free all joints associated with the #Entity.
Added: AttachEntityObject(#Entity, Bone$, ObjectID [, x, y, z, Pitch, Roll, Yaw]) - Attach an object to the #Entity.
Added: DetachEntityObject(#Entity, ObjectID) - Detach the object from the #Entity.
Added: EntityBoneX/Y/Z(entityID, Bone$ [, OffsetX, OffsetY, OffsetZ])
Added: EntityBonePitch()
Added: EntityBoneRoll()
Added: EntityBoneYaw()
Added: DirectionX/Y/Z optional parameters to EntityLookAt()
Added: EntityVelocity(#Entity, x, y, z) - Change the linear velocity of the #Entity.
Added: EntityAngularFactor(#Entity, x, y, z) - Change the angular factor of the #Entity.
Added: EntityLinearFactor(#Entity, x, y, z) - Change the linear factor of the #Entity.
Added: EntityCustomParameter(#Entity, SubEntityIndex, ParameterIndex, Value1, Value2, Value3, Value4) - Set a custom parameter to the #Entity shader script.
Added: EntityParentNode(#Entity)
Added: EntityBoundingBoxX/Y/Z(#Entity, Point, Flags)
Added: DisableEntityBody(#Entity, Disable)
Added: to Get/SetEntityAttributes:
  #PB_Entity_VelocityX: Get
  #PB_Entity_VelocityY: Get
  #PB_Entity_VelocityZ: Get
  #PB_Entity_MassCenterX: Get/Set
  #PB_Entity_MassCenterY: Get/Set
  #PB_Entity_MassCenterZ: Get/Set
  #PB_Entity_MaxVelocity: Get/Set



EntityAnimation:
----------------
Added: AddEntityAnimationTime(#Entity, Animation$, Time) - Add time to the specified #Entity animation.
Added: EnableEntityAnimation(#Entity, Animation$, Enable [, Loop]) - Enable the specified #Entity animation.
Added: EntityAnimationStatus(#Entity, Animation$) - Return the specified #Entity animation status (constants: #PB_EntityAnimation_Stopped, #PB_EntityAnimation_Started, #PB_EntityAnimation_Unknown)
Added: EntityAnimationBlendMode(#Entity, Mode) - with #PB_Entity_Average and #PB_Entity_Cumulative
Added: GetEntityAnimationTime(#Entity, Animation$) - Get the current #Entity animation time.
Added: SetEntityAnimationTime(#Entity, Animation$, Time) - Set the current #Entity animation time.
Added: GetEntityAnimationWeight(#Entity, Animation$) - Get the #Entity animation weight.
Added: SetEntityAnimationWeight(#Entity, Animation$, Weight) - Set the #Entity animation weight (useful for EntityAnimationBlendMode()).
Added: GetEntityAnimationLength(#Entity, Animation$) - Get the #Entity animation length.
Added: SetEntityAnimationLength(#Entity, Animation$, Length) - Set the #Entity animation length.
Added: UpdateEntityAnimation(#Entity, Animation$) - Update the animation, especially after vertex changes

Node:
-----
Change: Attach/DetachNodeObject() removed the 'type' object
Added: NodeLookAt(): Optional DirectionX/Y/Z parameter



NodeAnimation
-------------
Added: FreeNodeAnimation(#NodeAnimation) - Free the specified #NodeAnimation.
Added: CreateNodeAnimation(#NodeAnimation, Length, Interpolation, RotationInterpolation) - Create a new #NodeAnimation.
  'Interpolation' can be: #PB_NodeAnimation_Linear or #PB_NodeAnimation_Spline
  'RotationInterpolation' can be #PB_NodeAnimation_LinearRotation or #PB_NodeAnimation_SphericalRotation
Added: CreateNodeAnimationTrack(#NodeAnimation, Index, NodeID) - Create a new track for the #NodeAnimation.
Added: CreateNodeAnimationKeyFrame(#NodeAnimation, Track, Time, x, y, z) - Create a new keyframe for the #NodeAnimation track.
Added: GetNodeAnimationKeyFrameTime(#NodeAnimation, Track, KeyFrame) - Get the keyframe time for the #NodeAnimation track.
Added: SetNodeAnimationKeyFramePosition(#NodeAnimation, Track, KeyFrame, x, y, z) - Set the keyframe position for the #NodeAnimation track.
Added: GetNodeAnimationKeyFrameX(#NodeAnimation, Track, KeyFrame) - Get the x keyframe position for the #NodeAnimation track.
Added: GetNodeAnimationKeyFrameY(#NodeAnimation, Track, KeyFrame) - Get the y keyframe position for the #NodeAnimation track.
Added: GetNodeAnimationKeyFrameZ(#NodeAnimation, Track, KeyFrame) - Get the z keyframe position for the #NodeAnimation track.
Added: SetNodeAnimationKeyFrameRotation(#NodeAnimation, Track, KeyFrame, Pitch, Yaw, Roll) - Set the keyframe position for the #NodeAnimation track.
Added: GetNodeAnimationKeyFramePitch(#NodeAnimation, Track, KeyFrame) - Get the keyframe pitch for the #NodeAnimation track.
Added: GetNodeAnimationKeyFrameYaw(#NodeAnimation, Track, KeyFrame) - Get the y keyframe yaw for the #NodeAnimation track.
Added: GetNodeAnimationKeyFrameRoll(#NodeAnimation, Track, KeyFrame) - Get the z keyframe roll for the #NodeAnimation track.
Added: SetNodeAnimationKeyFrameScale(#NodeAnimation, Track, KeyFrame, ScaleX, ScaleY, ScaleZ) - Set the keyframe scale for the #NodeAnimation track.
Added: AddNodeAnimationTime(#NodeAnimation, Time) - Add time to the specified #NodeAnimation.
Added: EnableNodeAnimation(#NodeAnimation, Enable [, Loop]) - Enable the specified #NodeAnimation.
Added: NodeAnimationStatus(#NodeAnimation) - Return the specified #NodeAnimation status.
Added: GetNodeAnimationTime(#NodeAnimation) - Get the current #NodeAnimation time.
Added: SetNodeAnimationTime(#NodeAnimation, Time) - Set the current #NodeAnimation time.
Added: GetNodeAnimationWeight(#NodeAnimation) - Get the #NodeAnimation weight.
Added: SetNodeAnimationWeight(#NodeAnimation, Weight) - Set the #NodeAnimation weight.
Added: GetNodeAnimationLength(#NodeAnimation) - Get the #NodeAnimation length.
Added: SetNodeAnimationLength(#NodeAnimation, Length) - Set the #NodeAnimation length.

Light:
------
Added: LightAttenuation(#Light, Range, Constant, Linear, Quadratic)
Added: LightX(#Light)
Added: LightY(#Light)
Added: LightZ(#Light)
Added: LightDirection(#Light, x, y, z)
Added: LightDirectionX(#Light)
Added: LightDirectionY(#Light)
Added: LightDirectionZ(#Light)
Added: RotateLight(#Light, Pitch, Yaw, Roll [, Flags])
Added: LightPitch(#Light)
Added: LightYaw(#Light)
Added: LightRoll(#Light)


Particule:
----------
Added: GetScriptParticle(#ParticleEmitter, Name$) - Get a particule emitter defined in scripts files.

Texture:
--------
Added: CreateRenderTexture(#Texture, CameraID, Width, Height, RenderedTextureName$ [, Flags]) - Create a new rendered based #Texture.
       Flags can be: #PB_Texture_ManualUpdate or PB_Texture_AutomaticUpdate (default)
Added: UpdateRenderTexture(#Texture)  ; update the rendered texture, only in manual mode
Added: SaveRenderTexture(#Texture, Filename$)
Added: CreateCubeMapTexture(#Texture, CameraID, Width, Height, RenderedTextureName$ [, Flags]) - Create a new rendered based #Texture.
Added: EntityCubeMapTexture(#Texture, #Entity) - Apply the cube map #Texture to the #Entity.
Updated: CreateTexture() now handle alpha textures as well


Effect:
-------
Updated: HideEffect(integer effectID, int hidden) ; now handle ribbon as well
Added: EffectID(#Effect)
Changed: CreateRibbonEffect() - 'InitialWidth' parameter has been removed
Added: RibbonEffectWidth(#Effect, ChainIndex, Width, FadeoutWidth)
Added: AttachRibbonEffect(#Effect, NodeID) - Attach the ribbon #Effect to the node.
Added: DetachRibbonEffect(#Effect, NodeID) - Detach the node from the ribbon #Effect.

Joint:
------
Added: EnableHingeJointAngularMotor(#Joint, Enable, TargetVelocity, MaxMotorImpulse) - Enable the angular motor on the hinge #Joint.
Modified: Modification de la lib Joint pour supprimer la limitation d'un joint par entity:
  - Ajout d'un paramètre #Joint pour les fonctions suivantes : ConeTwistJoint(), HingeJoint(), PointJoint(), SliderJoint()
  - Remplacement du paramètre #Entity par le paramètre #Joint dans les fonctions suivantes : FreeJoint()
Added: #PB_HingeJoint_LowerLimit and #PB_HingeJoint_UpperLimit to Get/SetJointAttribute()


VertexAnimation:
-----------------
Added: CreateVertexAnimation(#Mesh, Animation$, Length) - Create a new vertex animation for the #mesh.
Added: CreateVertexTrack(#Mesh, Animation$, Index) - Create a new track to the #Mesh animation.
Added: CreateVertexPoseKeyFrame(#Mesh, Animation$, Track, Time) - Create a new keyframe to the #Mesh track.
Added: AddVertexPoseReference(#Mesh, Animation$, Track, Index, PoseIndex, Influence) - Add a new vertex pose reference to the #Mesh track.
Added: UpdateVertexPoseReference(#Mesh, Animation$, Track, Index, PoseIndex, Influence) - Update a new vertex pose reference to the #Mesh track.
Added: VertexPoseReferencesSize(#Mesh, Animation$, Track, Index) - Return the vertex pose reference size of the specified #Mesh track.
Added: MeshPoseName(#Mesh, PoseIndex) - Return the mesh pose name.


StaticGeometry:
---------------
Added: Optional 'Pitch', 'Yaw', 'Roll' parameters to AddStaticGeometryEntity()


Spline:
-------
CreateSpline(#Spline) - Create a new empty #Spline
FreeSpline(#Spline) - Free the #Spline.
AddSplinePoint(#Spline, x, y, z)
ClearSpline(#Spline) - Clear the #Spine.
CountSplinePoints(#Spline) - Return the number of point in the #Spine.
SplinePointX(#Spline, Index) - Return the x position of the #Spline point.
SplinePointY(#Spline, Index) - Return the y position of the #Spline point.
SplinePointZ(#Spline, Index) - Return the z position of the #Spline point.
UpdateSplinePoint(#Spline, Index, x, y, z) - Update the specified #Spline point.
ComputeSpline(#Spline, Time) - Compute the #Spline at the given time.
SplineX(#Spline) - Return the x position of the #Spline.
SplineY(#Spline) - Return the y position of the #Spline.
SplineZ(#Spline) - Return the z position of the #Spline.


Terrain:
--------
FreeTerrain(#Terrain) - Free the #Terrain.
SetupTerrains(LigthID, Distance, Flags) - Setup the default options for all terrains.
CreateTerrain(#Terrain, Size, WorldSize, Scale, Layer, Filename$, Extension$) - Create a new #Terrain.
TerrainPhysicBody(#Terrain, Restitution, Friction) - Add a static physic body to the #Terrain.
DefineTerrainTile(#Terrain, TileX, TileY, Heightname$, FlipX, FlipY) - Defines a new #Terrain tile.
AddTerrainTexture(#Terrain, Layer, WorldSize, DiffuseSpecular$, NormalHeight$) - Add a texture to the #Terrain.
BuildTerrain(#Terrain) - Construct the #Terrain.
TerrainLocate(#Terrain, x, y, z) - Change the #Terrain location.
TerrainHeight(#Terrain, x, z) - Return the height of the #Terrain at the specified coordinates.
TerrainTileHeightAtPosition(#Terrain, TileX, TileY, Layer, x, y) - Return the height of the #Terrain tile.
TerrainTilePointX(#Terrain, TileX, TileY, x, y, z) - Return the x position in the #Terrain tile of the point.
TerrainTilePointY(#Terrain, TileX, TileY, x, y, z) - Return the y position in the #Terrain tile of the point.
TerrainTileSize(#Terrain, TileX, TileY) - Return the size of the #Terrain tile.
GetTerrainTileHeightAtPoint(#Terrain, TileX, TileY, x, y) - Get the height of the #Terrain tile at the specified position.
SetTerrainTileHeightAtPoint(#Terrain, TileX, TileY, x, y, Height) - Set the height of the #Terrain tile at the specified position.
UpdateTerrain(#Terrain) - Update the whole #Terrain.
TerrainTileLayerMapSize(#Terrain, TileX, TileY) - Return the #Terrain tile layer map size.
GetTerrainTileLayerBlend(#Terrain, TileX, TileY, Layer, x, y) - Get the #Terrain tile layer blend value.
SetTerrainTileLayerBlend(#Terrain, TileX, TileY, Layer, x, y, Value) - Set the #Terrain tile layer blend value.
UpdateTerrainTileLayerBlend(#Terrain, TileX, TileY, Layer) - Update the #Terrain tile blend value.
TerrainMousePick(#Terrain, CameraID, x, y) - Perform a mouse picking on the #Terrain.
SaveTerrain(#Terrain, ModifiedOnly) - Save the #Terrain on disk.
TerrainRenderMode(#Terrain, Flags) - Change the #Terrain render mode.

Window3D:
---------
InputEvent3D(): Added a special key parameter to handle non printable keys


Obsolete:
---------
Removed: AnimateEntity() (replaced with Start/StopEntityAnimation())
Removed: #PB_Entity_Wireframe, #PB_Entity_Point and #PB_Entity_Solid to EntityRenderMode()
Removed: CheckEntityCollision(), NextWorldCollision(), FirstWorldCollisionEntity(), SecondWorldCollisionEntity() 
Alles weitere hier: http://www.purebasic.fr/english/viewtop ... 10#p389310

Wichtig vielleicht noch zu erwähnen: Visual Designer für alle Plattformen!
Zuletzt geändert von ts-soft am 12.10.2012 15:16, insgesamt 3-mal geändert.
PureBasic 5.73 LTS | SpiderBasic 2.30 | Windows 10 Pro (x64) | Linux Mint 20.1 (x64)
Nutella hat nur sehr wenig Vitamine. Deswegen muss man davon relativ viel essen.
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STARGÅTE
Kommando SG1
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Re: PureBasic 5.00 Beta 2

Beitrag von STARGÅTE »

Added: Multi-dimensional arrays in structure support
Sehr schön, das hat wieder einige Macros und Umwege überflüssig gemacht

Code: Alles auswählen

Structure Mehrdimensional
	Array Feld.i(9,9)
EndStructure

Mehrdimensional.Mehrdimensional\Feld(3,3) = 123
Debug Mehrdimensional\Feld(3,3)
PB 6.01 ― Win 10, 21H2 ― Ryzen 9 3900X, 32 GB ― NVIDIA GeForce RTX 3080 ― Vivaldi 6.0 ― www.unionbytes.de
Aktuelles Projekt: Lizard - Skriptsprache für symbolische Berechnungen und mehr
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ts-soft
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Computerausstattung: Mainboard: MSI 970A-G43
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Re: PureBasic 5.00 Beta 2

Beitrag von ts-soft »

Zu dem neuem FormDesigner unter Linux: Der FormDesigner befindet sich im Compilers-Verzeichnis und hat leider
kein Ausführen-Flag. Also per Kontextmenü/Eigenschaften/Zugriffsrechte den Haken bei "Ausführen" setzen.
PureBasic 5.73 LTS | SpiderBasic 2.30 | Windows 10 Pro (x64) | Linux Mint 20.1 (x64)
Nutella hat nur sehr wenig Vitamine. Deswegen muss man davon relativ viel essen.
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RSBasic
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Re: PureBasic 5.00 Beta 2

Beitrag von RSBasic »

Danke Thomas für die Ankündigung.
Danke PB-Team für das neue große Update.
:allright:
Aus privaten Gründen habe ich leider nicht mehr so viel Zeit wie früher. Bitte habt Verständnis dafür.
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double7
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Re: PureBasic 5.00 Beta 2

Beitrag von double7 »

Super riesen Updat ! :allright:
Danke !

Der Visual Designer sieht ja Klasse aus. Besonders gefällt mir der Support für Win8 Look.
Leider habe ich noch nicht heraus gefunden, wie ich den Source exportiere. Es werden wohl keine 2 Dateien mehr erstellt wie beim alten VD, aber es geht copy&paste aus der source ansicht 8)
[0d1n6 15 n07 @ j0b 17´5 |1f357y|3
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Bisonte
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Re: PureBasic 5.00 Beta 2

Beitrag von Bisonte »

Der Designer ist auch noch Beta ;) Du kannst Polo im engl. Forum ja zu Anregungen verhelfen ....
PureBasic 6.21 (Windows x86/x64) | Windows11 Pro x64 | AsRock B850 Steel Legend Wifi | R7 9800x3D | 64GB RAM | GeForce RTX 5080 | ThermaltakeView 270 TG ARGB | build by vannicom​​
Andesdaf
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Re: PureBasic 5.00 Beta 2

Beitrag von Andesdaf »

ein neuer Visual Designer! Nach über sechs Jahren :allright: Eine Ausführfunktion gibt's dort aber nicht,
oder hab ich die übersehen?
Win11 x64 | PB 6.20
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Regenduft
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Registriert: 25.03.2008 15:07
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Re: PureBasic 5.00 Beta 2

Beitrag von Regenduft »

...und ich hatte mich vor Kurzem noch darüber aufgeregt, dass 3D-mäßig bei PureBasic nichts ordentlich funktioniert bzw. einiges fehlt.
Jetzt gibt's mehr als ich benötige (bzw. als ich handhaben) kann! :allright:
PureBasic 5.73 LTE x86/x64 | Windows 7 (x64)
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edel
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Re: PureBasic 5.00 Beta 2

Beitrag von edel »

Andesdaf hat geschrieben:ein neuer Visual Designer! Nach über sechs Jahren :allright: Eine Ausführfunktion gibt's dort aber nicht,
oder hab ich die übersehen?

Und, wie lange hat die Freude angehalten? :D

Die Arbeit haette man sich sparen koennen, denn der VD kann nicht mehr als der Alte.
Eine Integration in den Editor waere weit besser gewesen, dann wuerde ich sogar ueber den
vorgekauten Code hinwegsehen. So muss man halt doch wieder auf alte Varianten (die zwar auch nicht
optimal sind, aber das was PB bietet doch um laengen schlaegt) zurueckgreifen.

Eigentlich hatte ich mich ja doch auf ein neues Eventsystem gefreut... Naja vielleicht kommt es ja mit PB .Net :roll:
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kunstlust
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PureBasic 5.00 Beta 2

Beitrag von kunstlust »

Mir scheint, das PB seine stärken doch mehr im Gaming Bereich hat, dort sind wohl viele Neuerung umgesetzt worden. Das freut mich für alle die es nutzen, aber meine Wünsche im Netzwerkbereich aller Indy10 sind wohl nicht erhört worden. Na vielleicht klappt es ja noch zu einem späteren Zeitpunkt. ;-)
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