dnd 3.5e – How exactly do cylinder spells and effects “ignore obstructions” in their areas? Or what kinds of obstructions they can realistically ignore?

I think this is a poor description, because it is trying to describe a method of drawing a particular volume (by drawing a horizontal two-dimensional shape on the $XY$ plane and projecting it downward on the $Z$ axis), but then also using that as the description of what the spell itself is doing. The reason that’s a problem is because the combination of two factors here undercut any concept of the spell being “projected” at all. The first issue is that spells come into effect instantaneously; there is no time at which an effect is just the circle and then it travels downward. The other issue is the last quoted line, “A cylinder-shaped spell ignores any obstructions within its area,” which says we have to ignore anything blocking the projection on its way downward.

The sum of those two effects is that the spell isn’t “projected” at all, but simply comes into existence at all points within the volume simultaneously, without regard for what else is in that volume or where any point within is in relation to any other point in it. This is a valid way to imagine magic happening, of course, and probably appropriate for many spells. Moreover, even when it isn’t precisely appropriate, the top-down projection is very specific and definitely isn’t going to apply in a lot of cases, so it makes sense to avoid implementing that as a global default. All of which they could have easily just said, and relied on the “projection” description to talk solely about how you should draw the shape/know you have the right shape, but they didn’t do that. Instead, they talk about the “spell” doing that, and then need to apply the “hack” of having it ignore obstructions.

Anyway, yes, the long and short of it is, the official rule is that, by default, cylinder-shaped spells simply fill the entire volume without regard for what’s in it, or where any point is in relation to another or the existence of anything between them. Which is kind of nonsensical for some spells, but appropriate for others, so we should look to individual spell descriptions creating exceptions for those spells that actually want effects to come down from above. (Of course, I imagine, a great many authors of individual spells didn’t double-check the default rules and think through these concerns, and probably many spells that should have such an exception lack it—that’s where the DM comes in.)

How to ignore one unity package in source control

I’ve just installed the Unity quick search package. This is an editor extension which each developer should choose if they want installed or not. My problem is that because this was added as a package it also made changes to my project which would end-up in our repository.

The changes are:

Project root/
|── Assets/
|   |── Assets.index
|   └── Assets.index.meta
|── Packages/
|   |── manifest.json
|   └── packages-lock.json
|── UserSettings/
    └── QuickSearch.settings

Questions:

  1. Should this files be added to source control?
  2. How can I ignore the changes in manifest.json and packages-lock.json without filters?

plugins – How to ignore fields if empty?

I’m new in php and just have a quick question, I’m developing a plugin, in metaboxes I have a function to save data into database and this is the code I use to save:

 $models_to_insert = array();
    for ($i = 1; $i <= 3; $i++) {
        if (isset($_POST("car_model_$i")) != "") {
            $car_model = sanitize_text_field($_POST("car_model_$i"));
        }
        if (isset($_POST("car_price_$i")) != "") {
            $car_price = sanitize_text_field($_POST("car_price_$i"));
        }
        if (isset($_POST("car_brand_$i")) != "") {
            $car_brand = sanitize_text_field($_POST("car_brand_$i"));
        }
        if (isset($_POST("car_year_$i")) != "") {
            $car_year = sanitize_text_field($_POST("car_year_$i"));
        }
        if (isset($_POST("car_type_$i")) != "") {
            $car_type = sanitize_text_field($_POST("car_type_$i"));
        }
        if (isset($_POST("car_basefee_$i")) != "") {
            $car_basefee = sanitize_text_field($_POST("car_basefee_$i"));
        }
        if (isset($_POST("car_basemodel_$i")) != "") {
            $car_basemodel = sanitize_text_field($_POST("car_basemodel_$i"));
        }
        if (isset($_POST("car_rcusa_$i")) != "") {
            $car_rcusa = sanitize_text_field($_POST("car_rcusa_$i"));
        }
        if (isset($_POST("car_bono_$i")) != "") {
            $car_bono = 1;
        } else {
            $car_bono = 0;
        }

        $single_model = array(
            'post_id' => $post_id,
            'car_model' => $car_model,
            'car_price' => $car_price,
            'car_brand' => $car_brand,
            'car_year' => $car_year,
            'car_type' => $car_type,
            'car_basefee' => $car_basefee,
            'car_basemodel' => $car_basemodel,
            'car_rcusa' => $car_rcusa,
            'car_bono' => $car_bono
        );
        array_push($models_to_insert, $single_model);
    }

    if (cotizador_query_select($post_id) == null) {
        foreach($models_to_insert as $model){
            $wpdb->insert($table_name, $model);
        }
    } else {
        $wpdb->delete($table_name, array('post_id' => $post_id));
        foreach($models_to_insert as $model){
            $wpdb->insert($table_name, $model);
        }

    }

The for counts until 3 because I have 3 times the inputs for 3 car models:

enter image description here

But if I just fill the first model and leave the others inputs empty, I got 3 records inside database with empty fields instead just one because only one model is filled:

enter image description here

How can I just ignore the rest of inputs that are not filled??

Ignore

Accidental thread please ignore, thank you.

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c# – How to ignore camera collision when colliding with the back face of a triangle?

I was wondering if someone could enlighten me as to how I can ignore camera collision when a camera is colliding with the back face of a triangle. I want to implement this so that my camera cannot get stuck if I, or the player, somehow finds themselves within a model. Here is a video of my camera system:

A Video My Camera System

And here is the code for that collision detection:

private void CheckKeyboardInput(float deltaTime)
        {
            Vector3 previousCameraLocation = Camera.Location;
            KeyboardState state = Keyboard.GetCurrentState();
            Camera.IsAccelerating = state.IsPressed(Key.LeftShift);
            bool isCameraMoving = false;
            if (state.IsPressed(Key.W))
            {
                Camera.TranslateForward(deltaTime);
                isCameraMoving = true;
            }
            if (state.IsPressed(Key.S))
            {
                Camera.TranslateBackward(deltaTime);
                isCameraMoving = true;
            }
            if (state.IsPressed(Key.A))
            {
                Camera.TranslateLeft(deltaTime);
                isCameraMoving = true;
            }
            if (state.IsPressed(Key.D))
            {
                Camera.TranslateRight(deltaTime);
                isCameraMoving = true;
            }
            if (state.IsPressed(Key.E))
            {
                Camera.TranslateUp(deltaTime);
                isCameraMoving = true;
            }
            if (state.IsPressed(Key.Q))
            {
                Camera.TranslateDown(deltaTime);
                isCameraMoving = true;
            }
            /**
             * Process Camera Collisions
             */
            if (Camera.IsCollisionEnabled)
            {
                if (isCameraMoving)
                {
                    Vector3 currentCameraLocation = this.Camera.Location;
                    int totalCollisions = 0;
                    float finalCameraLocationX = Camera.Location.X;
                    float finalCameraLocationY = Camera.Location.Y;
                    float finalCameraLocationZ = Camera.Location.Z;
                    foreach (StaticGeometry geometry in this.StaticGeometry)
                    {
                        if (geometry.IsCameraCollidable)
                        {
                            if (Vector3.Distance(geometry.Location, Camera.Location) <= Camera.CollisionDistance)
                            {
                                for (int i = 0; i < geometry.Mesh.Vertices.Length; i += 3)
                                {
                                    // Get the Vertex Positions for the current Triangle
                                    Vector3 position1 = geometry.Mesh.Vertices(i).Location;
                                    Vector3 position2 = geometry.Mesh.Vertices(i + 1).Location;
                                    Vector3 position3 = geometry.Mesh.Vertices(i + 2).Location;

                                    // Create the rotation matrix using the geometry's current rotation setting.
                                    Matrix rotationMatrix = VoidwalkerMath.CreateRotationMatrix(geometry.Rotation);

                                    // Transform the Coordinate with the Rotation Matrix, then add the geometry's location
                                    Vector3 finalVertexLocation1 = Vector3.TransformCoordinate(position1, rotationMatrix) + geometry.Location;
                                    Vector3 finalVertexLocation2 = Vector3.TransformCoordinate(position2, rotationMatrix) + geometry.Location;
                                    Vector3 finalVertexLocation3 = Vector3.TransformCoordinate(position3, rotationMatrix) + geometry.Location;

                                    Vector3 translationX = new Vector3(currentCameraLocation.X, previousCameraLocation.Y, previousCameraLocation.Z);
                                    Vector3 translationY = new Vector3(previousCameraLocation.X, currentCameraLocation.Y, previousCameraLocation.Z);
                                    Vector3 translationZ = new Vector3(previousCameraLocation.X, previousCameraLocation.Y, currentCameraLocation.Z);
                                    // Test X
                                    BoundingSphere sphereX = new BoundingSphere(translationX, Camera.HardBoundsRadius);
                                    if (sphereX.Intersects(ref finalVertexLocation1, ref finalVertexLocation2, ref finalVertexLocation3))
                                    {
                                        finalCameraLocationX = previousCameraLocation.X;
                                        totalCollisions++;
                                    }
                                    // Test Y
                                    BoundingSphere sphereY = new BoundingSphere(translationY, Camera.HardBoundsRadius);
                                    if (sphereY.Intersects(ref finalVertexLocation1, ref finalVertexLocation2, ref finalVertexLocation3))
                                    {
                                        finalCameraLocationY = previousCameraLocation.Y;
                                        totalCollisions++;
                                    }
                                    // Test Z
                                    BoundingSphere sphereZ = new BoundingSphere(translationZ, Camera.HardBoundsRadius);
                                    if (sphereZ.Intersects(ref finalVertexLocation1, ref finalVertexLocation2, ref finalVertexLocation3))
                                    {
                                        finalCameraLocationZ = previousCameraLocation.Z;
                                        totalCollisions++;
                                    }

                                    /**
                                     * Edge case early termination. If the camera is already colliding
                                     * on all axis, we don't need to test for any further collisions. This seems
                                     * to only trigger when the player is wedged in a corner.
                                     */
                                    if (totalCollisions > 0) // Might not need this.
                                    {
                                        if (
                                            finalCameraLocationX == previousCameraLocation.X &&
                                            finalCameraLocationY == previousCameraLocation.Y &&
                                            finalCameraLocationZ == previousCameraLocation.Z)
                                        {
                                            this.Camera.Location = new Vector3(
                                                finalCameraLocationX,
                                                finalCameraLocationY,
                                                finalCameraLocationZ);
                                            return;
                                        }
                                    }

                                }
                            }
                        }
                    }
                    this.Camera.Location = new Vector3(finalCameraLocationX, finalCameraLocationY, finalCameraLocationZ);
                }
            }
        }

Also my Vertex class, just to show you guys how I have it set up:

using SharpDX;
using System.Runtime.InteropServices;

namespace VoidwalkerEngine.Framework.DirectX.Rendering
{
    (StructLayout(LayoutKind.Sequential))
    public struct Vertex
    {

        public static Vertex Zero = new Vertex(Vector3.Zero,Vector2.Zero,Vector3.Zero);

        public Vector3 Location;
        public Vector2 TexCoords;
        public Vector3 Normal;

        public const int Size = 32;


        public Vertex(Vector3 position, Vector2 texCoords, Vector3 normal)
        {
            this.Location = position;
            this.Normal = normal;
            this.TexCoords = texCoords;
        }

        public Vertex(Vertex other)
        {
            this.Location = other.Location;
            this.Normal = other.Normal;
            this.TexCoords = other.TexCoords;
        }

        public override string ToString()
        {
            return
                "Location: " + Location.ToString() +
                ", TexCoords: " + TexCoords.ToString() +
                ", Normal: " + Normal.ToString();
        }

    }
}

I’m already aware that I will need to compare the normal of the triangle, in some form or another. I just don’t know how to go about this. If someone knows the answer, I would appreciate it. If any other code is needed, just let me know. Thanks!

db2 – last_value ignore null in left join with additional dimension?

This is just a silly example that I started to think about, but can’t seem to come up with an elegant solution for. Assuming a Calendar table (I’ll use Db2 syntax):

create table calendar
( dt date not null primary key
);

insert into calendar (dt)
with t (dt) as ( values cast('2020-01-01' as date)
                 union all
                 select dt + 1 day from t where dt < '2020-01-11')
select dt from t                 
;

and a table that holds the balance:

create table balance 
( dt date not null
, amount int not null
,     primary key (dt)
);

insert into balance (dt, amount)
values ('2020-01-03',100) ,('2020-01-05', -50);

If we want to copy the last known balance, we can use LAST_VALUE and ‘IGNORE NULLS’ like:

select c.dt, last_value(b.amount, 'IGNORE NULLS') over (order by c.dt)
from calendar c
left join balance b
    on c.dt = b.dt;

However, if we add a dimension, say cid (customer_id), it is no longer obvious what last_value means. Normally we would partition by cid, but cid is lost due to the left join:

create table balance1 
( cid int not null
, dt date not null
, amount int not null
, primary key (cid, dt)
);

insert into balance1 (cid, dt, amount)
values (1, '2020-01-03',100) ,(1, '2020-01-05', -50)
     , (2, '2020-01-04',75), (2, '2020-01-08',55), (2, '2020-01-10', -35);


select c.dt, last_value(b.amount, 'IGNORE NULLS') over (partition by ? 
                                                        order by c.dt)
from calendar c
left join balance b
    on c.dt = b.dt;

The best I could come up with was to use a cartesian product between calendar and distinct customers from balances:

select cid, dt, last_value(amount, 'IGNORE NULLS') over (partition by cid order by dt)
from (
  select cid, dt, amount from balance1
  union
  select distinct b.cid, c.dt, null 
  from balance1 b
  cross join calendar c
  where not exists (
    select 1 from balance1 
    where dt = c.dt and cid = b.cid
  )
) t  
order by dt, cid
;

Not that pretty, and I’m looking for a more elegant solution. I used Db2 syntax above and in this Fiddle but it’s the principle I’m after so any vendor syntax will do.

Does Google ignore empty tags?

In my source code, I have two H1 tags. The first is used for my page title and the second is in not populated: (<h1></h1>)

Does Google read this as an H1 tag still, or will it ignore this tag completely and only read one H1 on the page?

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Hi, I want to ignore a boxcollider2d when another pass in front of IT

I have Been working in a 2d platform game and my characters do body block