SFML 2.5.0 Released

Download Page

If you're unfamiliar, SFML is a low level c++ media library. I tend to think of it as somewhat akin to SDL if SDL was written in C++. Taken from Wikipedia

> SFML handles creating and input to windows, and creating and managing OpenGL contexts. It also provides a graphics module for simple hardware acceleration of 2D computer graphics which includes text rendering using FreeType, an audio module that uses OpenAL and a networking module for basic Transmission Control Protocol (TCP) and User Datagram Protocol (UDP) communication.

2.5.0 Changelog

General

  • Replaced FindSFML.cmake with SFMLConfig.cmake (#1335)
  • Markdown'd and updated readme, changelog, contributing and license files (#1196, #1368, #1317)
  • Improve packaging support (#1173)
  • Added Tagfile generation and search (#1327)
  • Added CMake variables to select the modules to be built (#798, #800)
  • Do not install extlibs if SFML_USE_SYSTEM_DEPS is true (#1236, #1237)
  • Fixed various type conversion/comparison warnings (#1325)
  • [Android] Increased minimum API version to 14 (#1362)
  • [Android] Removed custom toolchain and added support for the newest NDK version and Gradle (#1350, #1393)
  • [iOS] Updated the binary libs from exlibs/libs-ios (#1207, #1209)
  • [iOS] Use a CMake toolchain file for iOS build (#1268, #1269)
  • [iOS] Install extlibs if needed (#1348)
  • [iOS] Drop 32 bit support (#1374)
  • [iOS] Force correct iOS architecture for cmake (#1373, #1377)
  • [iOS] Added iOS example (#1378)
  • [macOS] Fixed launch of cocoa examples (#1334)
  • [macOS] Improved application signing process (#1020, #1036, #1194)
  • [macOS] Improved CMake script (#1215, #1371)
  • [macOS] Use -stdlib=libc++ (#1361)
  • [OpenBSD] Added support for OpenBSD (#1330)

System

Bugfixes

  • Added protected destructor to sf::NonCopyable to prevent possible resource leaks (#1125, #1161)
  • Fixed crash when sf::Clock is constructed in a global scope (#1258)

Window

Features

  • Implemented Cursor API (#269, #784, #827)
  • Implemented Clipboard API (#715, #1204, #1221)
  • Renamed a few key codes (#1395)
  • Added joystick example (#1363)
  • [Windows] Added support for interfacing with joysticks via DirectInput when it is available (#1251, #1326)
  • [Windows] Fix discrete GPU preference symbols being exported from the wrong place
... keep reading on reddit ➑

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πŸ‘€︎ u/suby
πŸ“…︎ May 11 2018
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Anti-Aliasing
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πŸ‘€︎ u/ke2uke
πŸ“…︎ Dec 20 2021
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Why does Anti-Aliasing simply not work? On SMAA.
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πŸ‘€︎ u/Randymized
πŸ“…︎ Jan 13 2022
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N64 Names (not all!) can look so much better with Anti-Aliasing (Blur) disabled! (Guide)
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πŸ‘€︎ u/NewbornfromHell
πŸ“…︎ Jan 19 2022
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[FNV] ENB removes my fallout nv anti aliasing reddit.com/gallery/s1j1sm
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πŸ‘€︎ u/alguem455
πŸ“…︎ Jan 11 2022
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DLDSR vs DSR vs Resolution Scaling in RDR2 (big difference in aliasing) imgsli.com/OTE5Mjk/0/1
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πŸ‘€︎ u/DoktorSleepless
πŸ“…︎ Jan 19 2022
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So I tried the XBOX Stuff & Visual mods by Osdever + Reshade for Anti aliasing only + Modern Rockport 1.0 , without ENB. WDYT? v.redd.it/mf6txip9kq881
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πŸ‘€︎ u/Everglow46
πŸ“…︎ Dec 30 2021
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Fonts are pixelated (i forgot what this was called. Anti-aliasing? Hinting?), what do i do?
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πŸ‘€︎ u/1stRandomGuy
πŸ“…︎ Jan 13 2022
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Is there any way to fix the games anti aliasing?

I already know that SMAA 1X is the least horrible setting of them all, but that still makes the edges very jaggy. I've tried overwriting and enhancing the ingame setting in the NVIDIA Control Panel, but it doesn't seem to do anything. Anyone know how to get more smooth edges ingame?

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πŸ‘€︎ u/thomas92kr
πŸ“…︎ Jan 17 2022
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Caldera is way too blurry and has too much aliasing compared to Verdansk

Caldera has WAY more aliasing than Verdansk. All the buildings have noticeable aliasing issues that Verdansk did not have before. Everything at a long distance looks burry and indistinguishable. I know this just came out and maybe some adjustments can be made, but just visually speaking, everything looks more blurry and bland.

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πŸ“…︎ Dec 10 2021
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Planetside could really use some anti-aliasing v.redd.it/syvf7br4ta181
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πŸ‘€︎ u/Blazkowicz01
πŸ“…︎ Nov 23 2021
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Godot Supersampling Anti-Aliasing (SSAA) + Render Scaling
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πŸ‘€︎ u/cybereality
πŸ“…︎ Dec 13 2021
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Anti Aliasing on or off?

Do you play with it on or off? Do you have reasons why one way is better than the other? And what one do you use if its on?

View Poll

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πŸ‘€︎ u/The_Guvnor_UK
πŸ“…︎ Jan 11 2022
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Does anybody who plays on PC use anti-aliasing? Weird question, I know
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πŸ‘€︎ u/Quentin723
πŸ“…︎ Jan 09 2022
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How to make images looks crisper and aliasing issue help?

Student here.

How do I make my images appear more clear? The scale is right and I'm getting the vessel open but it doesn't look 'crisp' .

Also, I recently scanned a friend for practice and the vessel kept aliasing as though it was a stenosis (aqua color) , however, I couldn't get a strong waveform for the life of me despite it 'filling' wall to wall. Would this mean my color scale was too low??

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πŸ“…︎ Jan 12 2022
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Two Pathfinders, one at 0.1mm and another at 0.05mm with anti aliasing. Thoughts on quality?
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πŸ‘€︎ u/smarmymcsmugass
πŸ“…︎ Dec 28 2021
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need help with turning on anti aliasing with nevada enb

i'm new to the whole enb thing. i installed nevada enb. i turned off aa and anistropic filtering or whatever it's called i have my steam overlay off and i'm running at 1080 pc resolution my native resolution. but my game just looks horrible i have the edge anti aliasing on in the enb settings but it is not working. there is a thing underneath it but i can not enable it

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πŸ‘€︎ u/ilikeeggs7537
πŸ“…︎ Jan 14 2022
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This is Ultra settings on iPad Pro. This started months ago during a ranked draft and has never been fixed. 2 ipad OS updates, mobile legends big updates. No fix. Game looks awful. HD mode does nothing, game stuck in low resolution, no anti aliasing. imgur.com/uI1tGh2
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πŸ‘€︎ u/Deep_six_6
πŸ“…︎ Dec 13 2021
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performance mode has anti aliasing !!!!

i know that unreal engine 5 has decreased our fps already buit anti aliasing is force enabled i dont know when they will fix it and nobody body is posting this in trello too

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πŸ‘€︎ u/BliTZLikesCodm
πŸ“…︎ Jan 17 2022
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Other than as a means to avoid aliasing caused by plugins, is there a good reason to record at a sampling rate higher than 44.1KHz at 24 bits, since at that rate the Nyquist limit is higher than the highest extremity of human hearing?

I definitely understand that there are very good reasons to over sample when using plugins in a DAW, especially those whose effects are non-linear like compression, saturation and distortion to avoid aliasing, but if you’re someone like me who basically uses the computer like tape β€” as a medium to record onto β€” while using my mixer and a few pieces of outboard gear that I have to actually do the mixing, is there a reason to use a sample rate greater than 44.1KHz? The Nyquist limit at that sampling rate is 22.05KHz and the upper limit of what is audible to a child with perfect hearing is 20KHz, and furthermore the highest frequency that one will ever actually hear in music (and not often) is C8, the 88th key on a piano. which in standard A4=440Hz pitch and 12 tone equal temperament is 4186Hz, and in terms of vocals the extreme top end of the whistle register for a soprano is D6, which is 2349Hz.

I’m honestly quite new to the world of digital recording and it seems that the universal recommendation is to use a sampling rate of 96KHz, so that’s what I’ve been using. However, a file with 96,000 samples per second, each sized 24 bits, is humongous, and my extremely rudimentary knowledge about digital signal processing, the limits of the human ear and the range of instruments suggest to me that more than 50,000 of those samples are totally redundant. Am I missing something? Is there a reason to record at a sampling rate higher than 44.1KHz when simply recording and not working in a context where aliasing might become an issue?

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πŸ‘€︎ u/manyqueriez
πŸ“…︎ Dec 31 2021
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Bad anti aliasing, edges and reflections in all my games. max settings 1080p - RX 5600 xt

https://reddit.com/link/rzv7qn/video/gkav30ymtoa81/player

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πŸ‘€︎ u/Aragorn032
πŸ“…︎ Jan 09 2022
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RE2 Remake VR Mod Aliasing Solutions?

So I've played a bit of the RE2 VR mod and I'm loving it! However, the biggest issue I have is some pretty aggressive aliasing. I tried using TAA+FXAA but it's still pretty noticeable in areas like the RPD main hall. It's no deal breaker (VR mod is still the way to play), but would love to lessen those jaggies if anyone has suggestions.

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πŸ“…︎ Jan 03 2022
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anti aliasing with problems, cut edges - Rx 5600 xt
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πŸ‘€︎ u/Aragorn032
πŸ“…︎ Dec 28 2021
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Oculus Link very bad aliasing, resulting in jagged edges and flickering surfaces

It's easier to explain the problem with a video. I've recorded the screen on the Quest itself, if I were to record it with the Link software the artefacts wouldn't show up. You may want to download the video because with all the compression of the preview, it's really hard to spot the problem.

https://drive.google.com/file/d/1W7UL77-4w1Bw17jipu-zUbahz-r1s8c3/view?usp=sharing

Look at the white border inside of the photo frame. Depending on my head rotation, it splits up into many different lines, resulting in the line appearing jagged and flickery. I will add the unedited video here, you can see that it isn't caused by any editing etc.

Full video: https://drive.google.com/file/d/1Shj6ngoBe_Duc89HLdAyaITSklhxsAya/view?usp=sharing

There are also some "lines" that can be seen on the brick wall. I don't know what they are, but they always point "upwards" compared to the headset location. It is like the screen door effect, but it's present on the video, and isn't caused by the quest.

Link configuration for this recording:

Resolution: max (1.5) (5408x2736)

Refresh rate: 72Hz

From the oculus debug tool:

Bitrate: 400mbps (wired)

Link sharpening enabled

Encode resolution: 3664.

I've repeated the same test without messing up with any debug tool parameters; with the "auto" resolution; with link sharpening on/off but nothing solved the problem. It gets better with higher resolution (at normal resolution it's horrible) but this kind of antialiasing problem shouldn't be there at the first place. I've got a 3060Ti, it's not the best graphics card out there but it is easily more than enough for Oculus Home, where I shot this video. This issue is only present with Link (or Airlink), standalone titles/UI doesn't have this problem.

Any ideas how I can fix this?

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πŸ‘€︎ u/MindlessRanger
πŸ“…︎ Jan 16 2022
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Is anti aliasing a thing in Mass Effect LE?

Dont remember it being there in the original games, or maybe I just have some rose tinted glasses. Ive noticed anti aliasing on just about everythig, grates, ships, guns, helmets, you name it. Its not major and I still enjoy the game but I can take you out a bit.

Does anyone here have a fix to the problems?

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πŸ‘€︎ u/Aracturus
πŸ“…︎ Dec 26 2021
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Anti-Aliasing Not Working

Hey! I have the HP Victus RTX 3060 6GB and it was working fine up until 2 months ago. It has once crashed due to overheating, it has been overheating since then, and the anti-aliasing seems not be working in any game or application. I've tried resetting the windows, re-installing the GPU drivers through DDU, installing older graphic drivers, connected to external displays as well but it was the same, changing the scaling to 100% instead of the recommended 125%, so far nothing seems to be working. I've had my laptop vents and insides cleaned as well. I noticed while playing Control that when I turned on the MSAA option, the graphics weren't loading properly, there were black sports around the things which use the MSAA option. Games I've tried: Control, Battlefield V, Nier, Dota 2, Witcher 3, Back 4 Blood, Hellblade, Star Wars Battlefront 2, Gears of War 4, Halo, Fortnite, NFS Heat, It Takes Two, and a few more.

I've read through a lot of forums and these users have the same problem I'm having it seems.

https://answers.microsoft.com/en-us/windows/forum/all/update-in-windows-10-broke-msaa-anti-aliasing/e74d45e3-8b43-40c2-92b8-be7965b979b6

https://forums.pcgamer.com/threads/anti-aliasing-not-working.4085/

https://linustechtips.com/topic/638876-jagged-shadowspop-inlow-lod-and-jagged-aa/#comments

Please help.

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πŸ‘€︎ u/EroPhoto
πŸ“…︎ Jan 07 2022
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Anti_aliasing_(X8) 🀣
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πŸ‘€︎ u/kame_lion
πŸ“…︎ Dec 29 2021
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Atrocious anti-aliasing through truss (help)
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πŸ‘€︎ u/mistermcsenpai
πŸ“…︎ Jan 03 2022
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Roblox put anti-aliasing + more complex lighting on lower graphics settings and it's counterintuitive and frustrating.

Look, I get the appeal of wanting to keep games looking nice at lower settings, but seriously? My game looks more like it's running at graphics 4-6 and I play on a very low-end laptop with a crappy GPU. Even JToH lags for me now and it never did before. I hope this is fixed eventually because this is really frustrating for me.

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πŸ‘€︎ u/kokoroKaijuu
πŸ“…︎ Jan 06 2022
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Any way to improve anti-aliasing on PC?

My PC is as follows: GTX 1070 8GB Intel i6700k 4Ghz 16GB RAM Windows 10

The game is running perfect on very high settings at 1080p, but the shimmering and the amount of aliasing is simply abysmal. My PC isn't able to handle this game at 2K or 4K, but even setting it to 4K for a moment still leaves a lot of jaggies/shimmering.

Is there any way at all of improving the AA? Why is there no choice of which AA you want to use aside of the on/off toggle for it? Also, Temporal Injection helps slightly, but then the game looks like I would be playing it at 720p back on my PS3 in the late 2000s.

I would really appreciate some help. Thanks in advance ;)!

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πŸ‘€︎ u/budyll66
πŸ“…︎ Jan 12 2022
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Anti aliasing problems, look like im playing an 8bit game

ive tried everything, every option from graphic settings in ksp, ive tried to fix it with Nvidia control panel, but without any result, seems like nvidia control panel does not work on kerbal, Ive played Kerbal for a lot of years and ive never had that kind of problems, looks like im playing an 8bit game for real, even with maximum graphic settings. Lately this game is giving me a lot of problems, i spent more time on settings then on the actual game.

Mod list:

community terrain texture pack

EVE

Scatterer

Textures unlimited

im playing on 1.10.1 version

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πŸ‘€︎ u/Rock3tBunnyy
πŸ“…︎ Jan 06 2022
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[PC] Pixelated/Jagged/Fuzzy outlines in-game when facing strong lighting such as daylight, moonlight and fire. It makes the textures fuzz and jigger and it creates a really ugly effect. Is this an anti-aliasing issue? How can I fix this? reddit.com/gallery/s3ufqk
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πŸ“…︎ Jan 14 2022
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1920x1080 resolution, should I go for Anti-Aliasing or HDR?

Let's assume I don't want to bother going through the steps of enabling both- which is better?

(is Bloom even worth it?)

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πŸ‘€︎ u/I_WANT_BEARDS
πŸ“…︎ Jan 07 2022
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Bad anti aliasing, edges and reflections in all my games. max settings 1080p - RX 5600 xt

Hi all.

I have a frustrating problem and I can't find a solution anywhere.

I have really ugly saw teeth, edges, and reflections in all my games. And that makes absolutely all games have a very bad image.

ps: I did a clean install of many driver versions, and nothing works.

PC formatting, HDMI cable test, among other things.

ps2: All games are in maximum graphics presets and 1080p.

https://reddit.com/link/rzwf03/video/1ro6mi4p3pa81/player

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πŸ‘€︎ u/Aragorn032
πŸ“…︎ Jan 09 2022
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I keep reading about possible anti aliasing issues when using limiters but what does that sound like and why is it bad?

I haven’t really noticed anything wrong when listening after applying pro l2 on the master bus but what does aliasing sound like?

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πŸ‘€︎ u/triton100
πŸ“…︎ Dec 13 2021
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Aliasing and shimmering textures

Hi, recently got the quest 2. Noticed that in the home environment there's a lot of aliasing/stuttering edges happening. For example, the railings in Winter Lodge seems very low res and are jagged. So when I turn my head they are shimmering.

My question is - is that normal or should I be concerned?

Maybe my expectations are too high?

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πŸ‘€︎ u/zviedris
πŸ“…︎ Jan 11 2022
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I tried out Crysis 3 on my PS3, and it's gorgeous!! Ya the frame rate does dip in open spaces but its not that bad, it's very acceptable..... BTW keep a note this game has literally no anti-aliasing which left a sour taste in my mouth. Overall great experience with this game.
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πŸ‘€︎ u/5ee_2410
πŸ“…︎ Jan 16 2022
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Question about wasm-bindgen and type aliasing in Typescript

I'm currently in the process of porting parts of my Angular Library to wasm using wasm-bindgen.
However, there is a Typescript feature where I'm not really sure on how to migrate it to Rust.

I have following Typescript Code:

export type GridComponentRows = { [index: number]: GridComponentColumns };
export type GridComponentColumns = {
  [index: number]: Cell;
};
export type Cell = InputWrapperContainer[] | Grid | Grid[];
export type Grid = { ... };

Which results to:

#[wasm_bindgen]
extern "C" {
  type GridComponentRows;
  type GridComponentColumns;
  type Cell;

  #[wasm_bindgen(method, indexing_setter)]
  fn set_grid_component_rows(...);
  #[wasm_bindgen(method, indexing_getter)]
  fn get_grid_component_rows(...) -> Option<GridComponentColumns>;

  #[wasm_bindgen(method, indexing_setter)]
  fn set_grid_component_columns(...);
  #[wasm_bindgen(method, indexing_getter)]
  fn get_grid_component_columns(...) -> Option<Cell>;
}

Is there any type-safe way to port the Cell Type to Rust?
The nice thing about the Typescript compiler is, it forces you to check the "real" Type of an instance of Cell. For example, you simply can't treat it like an array or an instance of Grid.

Thanks in advance :)

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πŸ‘€︎ u/Maxlisui
πŸ“…︎ Jan 10 2022
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Mega Pro Anti Aliasing Solution? reddit.com/gallery/rp2hkx
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πŸ‘€︎ u/TigerCatDang
πŸ“…︎ Dec 26 2021
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Best way to get anti-aliasing on an RX 550?

These are my specs:

Ryzen 5 2600

16 GB RAM

RX 550 4 GB

1 TB SSD

1440p Ultrawide monitor

Windows 10

I'm on 1.0.7.0 and not using DXVK because weirdly enough it runs a lot better without it, although maybe I didn't let the cache build enough before making that judgement.

Anyway, the game really needs anti-aliasing. I have no idea if there's a way to enable it through the Radeon software and actually have it work. I thought about Supersampling but tbh I don't know if my GPU will drop the FPS since the resolution already kinda high imo.

I can't use SweetFX because I'm not using DXVK, but I tried it and honestly there wasn't really a huge improvement. I know I can probably mess with the settings more but I don't think it's possible to even use it without DXVK so idk.

Any help is appreciated! Thank you.

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πŸ‘€︎ u/ShiftingSands7
πŸ“…︎ Dec 18 2021
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Path aliasing with two tsconfig.jsons

Let's say I have this folder structure:

.
β”œβ”€β”€ public
β”œβ”€β”€ server
β”‚   β”œβ”€β”€ tsconfig.json
β”‚   └── package.json
β”œβ”€β”€ src/
β”‚   β”œβ”€β”€ main.ts
β”‚   └── App.vue
β”œβ”€β”€ package.json
└── tsconfig.json

My MAIN (root) tsconfig.json is:

{
  "compilerOptions": {
    "baseUrl": "./",
    "target": "es2020",
    "useDefineForClassFields": true,
    "module": "esnext",
    "moduleResolution": "node",
    "strict": true,
    "jsx": "preserve",
    "sourceMap": true,
    "resolveJsonModule": true,
    "esModuleInterop": true,
    "lib": ["dom", "dom.iterable", "esnext"],
    "paths": {
      "@/*": ["./src/*", "./dist/*"],
      "shared": ["./shared"],
      "@core": ["./src/core"]
    }
  },
  "include": ["src/**/*.ts", "src/**/*.d.ts", "src/**/*.tsx", "src/**/*.vue"]
}

and my server/tsconfig.json is:

{
  "compilerOptions": {
    "baseUrl": ".",
    "esModuleInterop": true,
    "lib": ["esnext"],
    "module": "commonjs",
    "moduleResolution": "node",
    "outDir": "dist",
    "sourceMap": true,
    "target": "esnext",
    "typeRoots": ["src/types", "node_modules/@types"],
    "paths": {
      "shared": ["../shared"],
      "@core": ["./core"]
    }
  },
  "include": [
    "./server/types/**.d.ts",
    "./src/**/*.ts",
    "types/**.d.ts",
    "../shared/index.ts"
  ]
}

Yet for whatever reason, my server/*.ts files do not want to alias to whatever I have in paths. I am using Vue 3 and Vite.

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πŸ‘€︎ u/rubyglue
πŸ“…︎ Jan 19 2022
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Someone have any idea in how to disable Anti-Aliasing in FFVII remake PC?

so... my PC isnt the best but can run the game very well in 720p the problem is the Anti aliasing that blurry all the game :(

the game for PC use Unreal Engine 4 its possible to force it to disable Anti aliasing?

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πŸ‘€︎ u/OverallBit9
πŸ“…︎ Dec 18 2021
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