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Offline Asid

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Re: SpaceEngine
« Reply #15 on: November 29, 2020, 04:04:26 AM »
0.990.42 is out of beta!
Sat, 28 November 2020



Updated exoplanet catalog, updated Solar System textures, other fixes and improvements

Version 0.990.42.1830 has now finished public beta testing and is being released to all users! This update primarily focuses on updating assets and some bugfixes. Here is the copy of the changelog from the previous post. You can read more details there.

Updates:
•   Updated exoplanets catalog
•   Added new names of 112 exoplanets and their host stars
•   Updated Mars texture
•   New Pluto texture
•   New Iapetus texture and elevation map
•   New soundtrack by Lokijar
•   Context music playback config file is updated to the new planet classification, small manual is added to it
•   Some updates in the Wiki
•   Added ability to directly specify planet palette preset in a planet's script
•   Probabilities of equatorial ridge generation are added to the config
•   Terrain shader mods are automatically disabled if they cause problems with SE startup
•   Added note to spacecraft manager that ships can be piloted in simulator mode, and a button to switch to it
•   Added buttons binds and help texture for Vive Cosmos controllers

Fixes:
•   Fixed giant scarps (cliffs) artifact near rift valleys
•   Fixed distance to Maffei 1 and 2 galaxies
•   Fixed a typo in the main config which caused duplication of the VR section
•   Fixed bug with stars not illuminating other stars in the same system (caused black brown dwarfs)
•   Fixed saturation of planet shine lighting in real exposure modes
•   Fixed crash when using telescopic zoom on galaxy clusters
•   Fixed baseline of subscript text
•   Fixed broken loading of RLE-compressed TGA files


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Re: SpaceEngine
« Reply #16 on: July 03, 2021, 12:02:48 AM »
Public Beta Update 0.990.43.1850
Fri, 2 July 2021



Bugfixes and improvements in the public beta version

Build 1850 is a small update focused on completing the current iteration of the 3D rings system and fixing bugs detected during the public beta. By "current iteration" I mean that 3D rings will be updated in the future, but for now I must move on to other tasks. This build (maybe with a few updates) will be released to the main public branch as soon as possible.

I would also like to address a few common feedback items, some of which were already addressed in more detail in the previous blog post:
•   Rings are
VERY
thin, generally a few tens of meters at most. You must fly into them at a very low speed (like 10-100 m/s, depending on the angle) or else you will fly right through them without ever seeing the inside. In every case where someone joined the public beta and reported that they did not see 3D rings, this was why.
•   Some parts of a ring system will only have dust with no "rocks"; this is normal.
•   If ring particles seem to be randomly popping around the screen with every frame (including appearing "ghostly"), it is because your camera is not moving at the same speed as the rings are orbiting the planet. Pause time, bind the camera to a moon inside the rings, or go into the flight simulator and put a spacecraft into a circular zero-inclination orbit within the rings.

Changelog
•   Added dust self-shadowing in 3D rings
•   Reduced aliasing of rings while looking edge-on
•   Reduced aliasing of ring shadows on planets
•   Geographic grid on black holes, neutron stars, and white dwarfs is warped according to gravitational lensing
•   Geographic grid color parameter is added to all skin config files
•   Optimized the Map mode performance near the Solar system and in other galaxies
•   Anti-aliased lines of constellations and coordinate grids (celestial, geographic and the Map mode grid)
•   Sharper orbital path lines
•   Ability to skip building the shader cache by pressing Esc in the loading window
•   Importing locations from clipboard automatically detects format (se:// URL or script)
•   Fixed inability to type negative magnitude limit in the camera toolbar
•   Fixed Wiki display of Hill/influence radius for gas giants
•   Fixed bug with rings lighting when toggling planet shine
•   Fixed bug with celestial grid and constellation line colors not loading from the skin config on startup
•   Fixed incorrect catalog stars clipping in the Map mode
•   Fixed wrong number of stars rendered in the Map mode
•   Fixed keyboard zoom speed being framerate-dependent in the Map mode
•   Fixed multiple errors in printing object names to the log file
•   Fixed incorrect impostor rendering of distant galaxies after loading some saved locations

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Offline Asid

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Re: SpaceEngine
« Reply #17 on: July 21, 2021, 11:45:33 PM »
Volumetric Rings release!
Wed, 21 July 2021


The Volumetric Rings update has finished beta testing and is now released to everyone
Volumetric rings are out of beta testing and are being released to everyone! You can read more about this feature and other features in this update in our blog posts here https://spaceengine.org/news/blog210611/ , here, and here. More improvements for rings are planned for the future, but for now I must move on to other high-priority tasks (major bugfixes, other major graphical features, etc.).



Changelog of this build (0.990.43.1865) compared to the previous public beta build:
•   Adjusted brightness of filmic tone mapping functions
•   Changed sharpness function for volumetrics (galaxy, nebula, comet tail, aurora)
•   Sharpness of volumetrics and 3D rings is reverse of the global scene sharpness to prevent over-sharpening (ability to switch off this function in the config file or in the debug toolbox)
•   Overhaul of the debug toolbox, controls are split into several tabs
•   Added combined satellite mass info to the Wiki
•   Fixed a bug that made procedural rings too sparse
•   Fixed a crash that sometimes happens after reloading a planet/system in the planet editor
•   Fixed bug with stopping of terrain textures loading
•   Fixed a bug with generation of a double Wolf-Rayet system, where the secondary star has a luminosity hundreds of times greater than the whole system (for 0.991)



This update is being published to the main, beta, and 0.991_beta branches. Note that some planetary systems in the 0.991_beta may be different now, because changes in the planet generator code are not final. This must not affect the main branch, so your saved locations must be intact (except of course for rings around procedural planets).



Changelog compared to 0.990.42.1830 (last main branch update)

•   Added volumetric 3D planetary rings
•   Updated exoplanet catalog (June 03, 2021)
•   Support for blackbody thermal glow and temperature maps for spaceships (accurate radiator glow appearance)
•   Better sharpening algorithm (AMD FidelityFX Contrast Adaptive Sharpening)
•   Elevation and temperature textures are split into independent arrays (improves terrain LOD capabilities by cost of increased VRAM usage)
•   Additional security checks in terrain texture cache (improves stability)
•   Ability to reload a planet or planetary system in the editor without waiting for completeness of terrain generation
•   Safe (crash-free) change of terrain texture settings (texture compression, detail textures, graphics quality preset) while camera is near planet surface
•   Geographic grid on black holes, neutron stars, and white dwarfs is warped according to gravitational lensing
•   Geographic grid color parameter is added to all skin config files
•   Optimized the Map mode performance near the Solar system and in other galaxies
•   Anti-aliased lines of constellations and coordinate grids (celestial, geographic and the Map mode grid)
•   Sharper orbital path lines
•   Ability to skip building the shader cache by pressing Esc in the loading window (splash screen)
•   Importing locations from clipboard automatically detects format (se:// URL or script)
•   Exceedingly thin atmospheres are not rendered in Solar system browser previews
•   Added reading of physical video memory size from the system registry
•   FXAA smooths alpha channel in screenshots and previews
•   Alpha channel is used in Solar system browser previews again
•   Separately configurable unit for star surface temperature in the interface
•   Opening the map mode while a star is selected will zoom to show its planetary system
•   Added support of DEG MIN SEC format for lat/lon in the Goto command
•   Adjusted brightness of filmic tone mapping functions
•   Changed sharpness function for volumetrics (galaxy, nebula, comet tail, aurora)
•   Sharpness of volumetrics and 3D rings is reverse of the global frame sharpness to prevent over-sharpening (ability to switch off this function in the config file or in the debug toolbox)
•   Overhaul of the debug toolbox, controls are split into several tabs
•   Added combined satellite mass info to the Wiki
•   Fixed spin-orbital resonance display for hyperbolic orbits
•   Fixed bug with debris rings being very rare around gas giants
•   Fixed missing asteroid belts
•   Fixed molten comets bug
•   Fixed non-functional interpolation of variables if the duration is zero or negative
•   Fixed inability to type negative magnitude limit in the camera toolbar
•   Fixed Wiki display of Hill/influence radius for gas giants
•   Fixed bug with celestial grid and constellation line colors not loading from the skin config on startup
•   Fixed incorrect catalog stars clipping in the Map mode
•   Fixed wrong number of stars rendered in the Map mode
•   Fixed keyboard zoom speed being framerate-dependent in the Map mode
•   Fixed multiple errors in printing object names to the log file
•   Fixed incorrect impostor rendering of distant galaxies after loading some saved locations
•   Fixed bug then SE uses less VRAM for terrain textures after change of terrain texture settings than it actually can
•   Fixed big moons orbiting inside rings
•   Fixed anti-aliasing (MSAA) on previews in the Solar system browser, the Wiki, and the Locations browser
•   Fixed bug with modifying a system with a black hole then restoring it in the Planet editor
•   Fixed bug with reading key combinations with "Numpad -" from keys.cfg
•   Fixed artifacts in ocean specular highlight on AMD Radeon (everywhere) and Nvidia GeForce (near equator)
•   Fixed black level of Earth's city lights when texture compression is enabled
•   Fixed crash that sometimes happens after reloading a planet/system in the planet editor
•   Fixed bug with stopping of terrain textures loading
•   Fixed a bug with generation of a double Wolf-Rayet system, where the secondary star has a luminosity hundreds of times greater than the whole system (for 0.991)

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Offline Asid

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Re: SpaceEngine
« Reply #18 on: April 05, 2022, 11:24:58 PM »
Update 0.990.43.1875 – bug fixes and improvements
Tue, 5 April 2022



Fixes for a few major bugs, some minor UI improvements, new localization, and a couple of new features

The latest update has finished public beta testing and is now being released to everyone.

Why We've Been Quiet
You may be wondering why we didn't post about any public beta updates even though we released some. In short, it's because things have been very chaotic lately. Vladimir and his family have been directly impacted by both the events in Ukraine and the consequences thereof, which forced us to spend almost all of our time and attention on securing the future of SpaceEngine and making sure that friends and family remain safe. This resulted in development being put on hold for a couple of weeks. While development is now ongoing, it remains possible that future circumstances may cause additional interruptions due to the unstable situation. The crisis also briefly impacted our efforts to expand the development team, and progress has resumed there as well.

Update 0.990.43.1875
With that out of the way, we can talk about the update itself. This update - version 0.990.43.1875 - mainly focuses on bug fixes and minor improvements. Highlights include:

    Updated exoplanet catalog
    MP3 music file support
    Indonesian localization
    Tooltips are now displayed in the Wiki and other tables (viewable by mousing over the cell)
    Switching from OpenAL to SDL Mixer X (should prevent startup failures many users have had)
    Fix for the crash when visiting the galaxy Centaurus A
    New tonemap option (ACES Fitted)
    Significantly improved appearance of ray craters





View this post on our website to see interactive comparison images of the updated ray craters and ACES Fitted tonemap https://spaceengine.org/news/blog220405

We also want to share some of the other cool stuff we've been working on lately, which deserves a whole news post unto itself, so be on the lookout for that to be posted in the near future :)

Changelog

    Updated exoplanets catalog (March 15, 2022)
    Updated localizations, added Indonesian
    Optimized performance of the Star browser
    Fixed various bugs in the Star browser
    SDL library upgraded to 2.0.14
    Sound system changed from OpenAL to SDL_mixer_X
    Added mp3 support for music files
    Tooltips in Wiki and other tables (view by holding mouse over the cell)
    Tooltips are rendered on top of the cell, except for some special cases
    Tooltips in Wiki displays decimal values for cells with degrees and time
    Added BB-codes for date and time (YYYY, MM, DD etc)
    Updated credits
    New tonemap option (ACES Fitted)
    Fixed crash near Centaurus A and (other galaxies created with CubeMap method)
    Fixed body axial tilt display
    Wiki shows body axial tilt (second column) and obliquity in relation to star (third column)
    Fixed incorrect velocity vector of minor moons of Solar System gas giants
    Fixed bug with displaying of the system barycenter in the Chart mode in some catalog binary star systems
    Fixed/updated craters

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Re: SpaceEngine
« Reply #19 on: May 03, 2022, 11:04:39 PM »
Scalable interface public beta
Tue, 3 May 2022



Scalable GUI for 4k+ displays is now open for beta testing

In this update on the public beta branch, we present a feature long requested by users of 4k displays: a scalable graphical user interface! Until now, text and menus were too small to be used comfortably on 4k displays. With this update, however, the scale of the interface is adjustable up to at least two times its original size (read on for details).

The controls for interface scaling are located in SpaceEngine's "general" settings menu. By default, SpaceEngine will detect the scaling amount set in your Windows display settings for the current monitor and upscale the UI by that amount, similar to other software designed for high DPI compatibility; this automatic scaling can be disabled by toggling the "use system DPI" checkbox. You can add additional scaling on top of that by using the slider. SE is able to scale the UI to any value from 100 to 200% in steps of 5% (technically, any
value can be used, but non-integral values like 133.3% may be impractical). It is possible that text and UI elements may look blurry at some scales; this may be fixed in a future update.

Note that the mouse cursor will only be scaled to either 100 or 200%: I found that a giant but sharp cursor looks better than a blurry one. For UI scales below 150%, small cursors are used; for 150% and higher, large cursors are used. We also decided to change the cross-shaped cursor used when selecting objects to a high-contrast white color for easier visibility, especially on displays with poor response times for dark colors (like most VA panels).

For more pictures of the scalable interface, including a comparison showing the old experience at 4k vs now with GUI scaling, please visit this update's news post on our website.

Changelog of this beta (0.990.43.1880)
- Interface upgrades
-- Scalable GUI (!!!) with option for automatic scaling according to display scaling setting in Windows
-- Slider to scale up interface in the range of 100-200%, applied on top of Windows scaling setting if "use system DPI" is enabled
-- GUI textures remade for 4k (200% scaling)
-- Selection cursor (cross shape used for selecting objects) changed to high-contrast white color for better visibility
-- Renamed "Modern" interface skins to "Glossy"
- Calibrated illuminance for auto and manual exposure modes (light sources were previously too dim by a factor of 10)
- Fixed bug with camera position for reflection and warp cubemaps
- Fixed materials for some asteroid models
- Fixed bug with black hemisphere on some planets and moons
- Fixed visibility of details on neutron star and white dwarf surface

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Re: SpaceEngine
« Reply #20 on: July 06, 2022, 01:22:15 PM »
Dev blog - Introducing... Kerr black holes!
Tue, 5 July 2022



We've been working on a "massive" update!

We're happy to announce the first look at our next big update, which we are calling "General Relativity", in reference to Einstein's theory of gravity - and their real-time visualisation in SpaceEngine!

We started working on this update much earlier this year. While development is still ongoing, we wanted to take this opportunity to share a bit about what we've been up to, and what you can expect from the next big release.

While the update is going to contain a lot of cool and exciting visual content (And some very cool gameplay content, too!), today we're focusing on one major element: Kerr-Newman black holes.

This type of black hole has charge and angular momentum (they spin!), and as a result they can create some very interesting effects. The technical details are complicated, and implementing them faithfully has been a challenge, but we feel like they're well worth the effort - and we're very excited to finally be able to share what we've been working on with you!



Above: an extreme example of a Kerr-Newman black hole, rendered in SpaceEngine.

There's a lot more to come, and we'll have more updates for you on this release throughout the month, so stay tuned! As always, be sure to check out our blog for more details, as well as some additional information about what's coming up!

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Re: SpaceEngine
« Reply #21 on: August 09, 2022, 11:36:01 AM »
WARNING: Do NOT use AMD optional drivers with SE!
Mon, 8 August 2022



AMD's recent 22.7.1 optional drivers break numerous things in SpaceEngine and make it practically unusable


This is a WARNING to users of AMD graphics cards NOT to use the 22.7.1 optional drivers with SpaceEngine! These drivers break numerous things in SE and make it practically unusable. The worst issue is extremely slow loading of terrain textures on stars and planetary bodies. Auto exposure is also broken, as are bloom, glare, diffraction spikes, and any other feature that relies on the same low-res image buffer as those.

The cause for the extremely slow terrain loading (up to 500 ms per tile on a system with a 6700 XT, Ryzen 5600, 32 GB of high-speed RAM, and NVMe SSDs) seems to be that this driver version reports the physical VRAM amount as being the sum of both physical AND virtual VRAM, and when SE runs, data is sent to both physical and virtual VRAM interchangeably, instead of only using physical VRAM until it's full. This means, instead of terrain tiles being stored only in the very fast memory directly connected to the GPU, data is ALSO sent through the PCIe bus to the CPU to be redirected to the virtual VRAM pool, which is dozens of times slower than just using the GPU's dedicated VRAM. The cause of the other issues requires further investigation.

We still need to investigate and try to discuss with AMD why these issues are happening and how to fix them. In the meantime, do NOT use the 22.7.1 optional drivers, and instead use the 22.5.1 recommended (WHQL) drivers
, which in our testing was actually the best driver for running SE that AMD has released in a long time, and seemed to fix at least 1 major causes of glitches, freezing, and crashing on AMD GPUs.

We will keep you updated on this issue and will let you know when it's resolved.


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Re: SpaceEngine
« Reply #22 on: August 14, 2022, 09:35:36 PM »
[Dev Blog] General Relativity 2: Alcubierre Warp Field and Wormholes
Sat, 13 August 2022



Today’s blog post is the second in a series about our next big update, which we are calling “General Relativity”. In this post we’re talking about Alcubierre warp bubbles and wormholes.


View this post on our website for full resolution images and an interactive image comparison https://spaceengine.org/news/blog220812/


Alcubierre warp bubble

SpaceEngine already has a “warp bubble” effect for ships, but it was a fake “artistic” effect. Now, with the addition of Moroz’s GR ray tracer, it’s possible to render it faithfully, with a realistic, physically-based effect.

The bubble shader works exactly like the Kerr black hole shader described in the previous blog post, with two stages used to help improve performance: low-resolution geodesic tracing, and full-resolution background distortion. The warp metric is also much simpler than the Kerr-Newman one, resulting in improved performance. Since it doesn’t have a horizon and is very smooth, it retains good visual fidelity even when the low-res pass resolution is set to 0.1.




The video above shows how the warp bubble looks from different points of view. Note that we have one serious physical limitation: this is a slower-than-light (STL) warp bubble. Rendering a faster-than-light (FTL) warp bubble is possible, but impractical in SpaceEngine. While you are piloting a ship, the camera is “attached” to it, i.e. it moves with the same speed as the ship at some fixed distance from it, and from the point of the camera it appears that we are looking at the warp bubble from the outside. This is okay if the bubble is slower than light, but loses physical sense in the case of FTL, since while the ship inside the bubble can move at FTL-apparent speed (this is why a warp bubble is needed in the first place), nothing outside the bubble can do so–including the virtual camera. The equations simply “blow up”, and can’t render anything meaningful; as a compromise, the program always renders the bubble as though it is STL.



However, there are two other solutions which are possible: proper FTL bubble rendering when the camera is located inside the bubble (cockpit view), and when a stationary observer is looking at a bubble flying past it. These features are something we will look at implementing in a future update.



The warp shader also distorts the image of the ship loaded inside the bubble. This is due to the implementation of the bubble, which is done through screen-space approximation: the engine first renders the ship to the screen as if there is no warp bubble, then passes this image and its depth buffer to the warp shader. This comes with some known limitations (e.g. if part of the ship is beyond the border of the screen, the shader has no pixels to sample and outputs a transparent color), but the effect still looks very cool!

Wormholes

Wormholes are another way to travel faster than light through space. The Morris-Thorne wormhole has a metric which is similar to a Schwarzschild (non-rotating) black hole, but instead of having an event horizon, it connects space to another wormhole with a “throat” or “tunnel” (which may have zero length). This means that an observer outside of the wormhole can see another part of the Universe through the spherical surface, which replaces the event horizon. The video below shows an example of passing through a wormhole with zero throat length.




Although wormholes are not procedurally generated in the SpaceEngine Universe, they can be created as a mod. A famous example is “Saturn wormhole” in Doc’s Interstellar mod on the Steam Workshop. Wormholes are traversable both by free camera and by space ships, although in the latter case it may be a bit wonky because, as mentioned above, the 3rd person camera is attached to the ship at a distance. As a result, it has to be “teleported” to the exit wormhole’s throat at the same time as ship’s center intersects the wormhole sphere.


In the middle of an Earth-Pluto wormhole with zero throat length


A small, human-size wormhole in VR literally looks like a hole in the Universe: while approaching it, the sky background appears like it is drawn on a wall, the wormhole throat looks like a hole in that wall, and the exit of the throat looks like a hollow hemisphere with a (second) sky background drawn on its inner surface. In the center of the zero-length tunnel, both sides of the Universe look like two inside-out spheres attached to each other.

I highly recommend visiting a wormhole in VR and playing with its parameters in the editor (parameters Radius, TunnelLength and LensingWidth)!

The picture below shows a wormhole with a tunnel length of five radii. Light rays can make multiple loops around the four-dimensional tunnel, which is why we see a ringed structure.



In our next blog post about the General Relativity update we will talk about volumetric accretion disks around black holes and neutron stars. Stay tuned!


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Re: SpaceEngine
« Reply #23 on: September 20, 2022, 01:50:08 AM »
General Relativity Public Beta Test!
StartedMon, 19 September 2022



The General Relativity update is now available for public beta testing!

Our General Relativity update (which we previously talked about here, here, and here) is being released for public beta testing! If you are not already a member of our beta testing group and would like to be, see the instructions here for how to opt into the public beta branch on Steam.

Please read the list of known issues below before testing or providing feedback!


This update took a long time and effort to make: we worked not only on black holes, wormholes, and warp bubbles, but also made some changes to core engine systems.
For more details, you can read the complete changelog at the end of this post.


Black Hole/Warp Quality Settings



With all the new changes, we want to provide some additional information about a variety of settings which influence the new GR effects.

Two sliders, “Gravitational lensing performance” and “Volumetric objects resolution/While moving,” have already been described in a previous blog post. These can be found at the bottom of the Settings/Graphics dialog, and have strong effects on rendering performance.You can balance quality vs speed by adjusting them manually in the "custom" graphics preset. Note that the second slider also affects performance when flying through a galaxy or nebula.

Read on: https://steamcommunity.com/games/SpaceEngine/announcements/detail/5800096198471371799

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Re: SpaceEngine
« Reply #24 on: March 06, 2023, 12:01:46 AM »
First Anniversary!
Sat, 4 March 2023



Hello everyone!

Today, we're celebrating Cosmographic Software's first anniversary!


We have some big plans for 2023 and beyond: the full details, as well as some additional info regarding the company and our previous year, can be found on our website https://spaceengine.org/news/blog230304

2022 was a tough year, but we've come through it stronger and renewed, welcoming some exceptional talent and clarifying our goals and vision for the project going forward.

On behalf of everyone at Cosmographic Software and the SpaceEngine team, thank you for your continued support! We're excited by what the future has in store, and looking forward to exciting times in 2023 and beyond!


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