How to allow Googlebot to crawl paywall content?

My website has pages for around 1000 companies. Without an account, I only allow users to view 5 company pages a month (I track them by cookie). And Googlebot can crawl my site freely since it does not use cookie.

To avoid Googlebot thinking I am doing cloaking, I am specify the content of my company pages as paywall content (following this guide). The problem is now when I search the company pages of my website on Google, the search result only shows the page title and my website’s default description. It does not show content of each company page.

I think the problem is I list the content of my company pages as paywall. My question is: What is the best way to let Googlebot crawl and display the content of my website in the search results without making Googlebot think that I am cloaking? (when the users click on the search result link and visit my website, they are still subject to the monthly quota if they don’t have an account).

Allow Player controlled by NavMeshAgent to walk

I have a Player that I control using the thumbstick (or z/w/s/d), and I would allow this player to have walk and run.

Now, My current code is the following for the movement :

        public Vector3 direction = Vector3.zero;         public float decelerationTime = 0.2f;         private float decelerationTimer = 0;         private Vector3 decelerationFrom = Vector3.zero;              private void Move()         {             if (direction.magnitude > 0.1f)             {                 agent.isStopped = false;                 decelerationTimer = 0;                 decelerationFrom = agent.velocity;                  float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;                 float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, 0.1f);                 transform.rotation = Quaternion.Euler(0f, angle, 0f);                 Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;                    agent.SetDestination(transform.position + moveDir.normalized * agent.speed * Time.deltaTime);                              } else {                 decelerationTimer += Time.deltaTime;                 agent.velocity = Vector3.Lerp(decelerationFrom, Vector3.zero, decelerationTimer / decelerationTime);                 if (agent.velocity.magnitude == 0)                 {                     agent.isStopped = true;                     agent.velocity = Vector3.zero;                 }             }             animator.SetFloat("forwardSpeed", agent.velocity.magnitude);         }     } 

This allow me to move in any direction according to the NavMesh, set the animation speed, and have a small deceleration in order to not cut the animation when stop moving.

The problem I face is I do not know how to make my player be able to walk (and not run at max speed all the time)

direction is a not normalized vector related to the thumbstick so 0<x<1 and 0<y<1.

How do I move slower based on those axis ? do I have to manually set the velocity ?

I tried adding agent.velocity = moveDir.normalized * agent.speed * direction.magnitude; but the result is pretty bad (the velocity seems to jump back and forward and it glitch the animation)

Allow users to upload and display multiple photos

So basically I have a social website and I want for WordPress users to be able to upload pictures and display them on their front end profile page.

I have been looking into the user submitted galleries, but all of them put user pictures into one gallery.

I need them to be similar to facebook, where each user’s uploaded photos will be displayed only on their profile pages.

And only them could upload/edit/delete their photos.

I know it may take a lot of time to code this, but if anyone have a piece of code, or can suggest a plugin that does this, I would gladly appreciate.

Allow comments box cannot be checked on *any* pages

WordPress 5.1.4 with twentynineteen theme 2.0

I Quick Edit a page and check the Allow Comments box, then click the Update button. There is no message displayed, but when I Quick Edit that page again, the box is unchecked. I saw this answer to a related question, and even though the theme does not have a similar filter, I put the following in a plugin, and activated it:

function default_comments_on( $  data ) { // Adapted from https://wordpress.stackexchange.com/a/179682/44613 if( $  data['post_type'] == 'page') {     $  data['comment_status'] = 1; } return $  data; } add_filter( 'wp_insert_post_data', 'default_comments_on' ); 

But the behavior persists. Any ideas how to fix this?

Actually, what I want to do is default all pages to allow comments, and I expected that the filter above would do that, but it doesn’t. I think it’s very odd for WordPress not to allow comments on pages by default, but I guess it’s a tradition. But working hard to prevent site admins from allowing them on specific pages seems very strange.

Why Beat ’em Ups don’t allow players to face toward or away from the screen

Most Beat ’em Ups don’t allow players to face away or towards the screen: example, in Streets of Rage, when you press up, the character moves up but still facing either left or right and same goes when you press down. Even in modern Beat ’em Ups, this is the case. What is the reason for this? I used to think this is because the graphics are 2D so its harder or more work to get characters to face towards or away from the screen. But even in Beat ’em Ups that uses 3D graphics, this is still the case, like Double Dragon Neon.

One more thing, if you know any Beat ’em Ups that does do this, can you post the name of the game here. I am interested on how that behaves.

Implicitly allow requests in IIS from valid hostname

I have a few publicly accessible IIS servers and sites (personal and corporate), these hosts have own domains/subdomains, and all legit access to these https sites happen through domains.

Almost all HTTP app vulnerability scans from bots/rooted servers happen to the servers through IP, without valid hostname, and if there is hostname it is the default reverse DNS host, not the actual domain of the site.

Is there a way in IIS to implicitly only allow requests with proper hostname? The site root app only has bindings to the hostname, but IIS still accepts requests, and responds with 404. The best thing would be to timeout the request similar fashion as if the site doesn’t have HTTP open.

I of course understand that this does not guarantee anything in security wise, the scanner can still figure out the proper hostname in many ways, but it would still filter out 90% of dummy scans.

IPS in firewall can probably do some things, but in some cases I do not have that luxury. Is there way in IIS? Redirect the http request to oblivion? (this would probably just change the error to proxy gateway http errors?)

Is there a RAW way to allow the PCs to recover only some of their spell slots etc?

My party were rather foolhardy and have got themselves knocked out and captured. Their captors want to keep them alive for a bit to question and then to sacrifice.

The party expended pretty much all their resources in the battle and so without a long rest are not going to have much chance of escape. However, it also feels wrong to say "you spend the night tied up in a stable and now you have all your spells and HP back". Which would make escape probably quite easy and anticlimactic.

Is there a way to reflect that they got some rest, but not a good night’s sleep?

Why does my stencil buffer allow pixels through?

I’m rendering a scene using OpenGL. The scene consists of a grassy environment and a small lake (visible as two surfaces). To achieve water surface transparency, I’m using a stencil buffer to render water surfaces separately from other geometry. For context, here’s a screenshot of the scene without water surfaces:

Scene without water surfaces rendered.

Here’s the same scene, but with water surfaces stenciled out (the black portions of the screen):

Water surfaces stenciled out, but not rendered.

Here’s the fragment shader I’m using (where fSource is fullscreen UV coordinates). As you can see, it simply samples from a previously-used frame buffer and outputs the pixel directly to the screen. With stenciling enabled, only pixels not covered by a water surface are rendered.

#version 440 core  in vec2 fSource;  out vec4 outColor;  uniform sampler2D image;  void main() {     outColor = texture(image, fSource); } 

Here’s the problem. When I change this fragment shader to output a solid color, those underwater pixels are suddenly visible (the stencil buffer and stencil settings have not changed). What I’d expect here is non-submerged pixels to be purple, but the water surface pixels (previously black) to remain black (since they should still be rejected through stenciling). Instead, everything is purple, including the water surface.

#version 440 core  out vec4 outColor;  void main() {     outColor = vec4(1, 0, 1, 1); } 

Direct color output (purple) causing pixels to not be rejected through stenciling.

As an additional test, I tried rendering only pixels under the water surfaces with a solid color. These pixels should be rejected via stenciling (appearing black, just like before), but for some reason, they’re visible.

#version 440 core  in vec2 fSource;  out vec4 outColor;  uniform sampler2D image; uniform sampler2D positions;  void main() {     vec3 position = texture(positions, fSource).xyz;      // The water surfaces happen to sit at Y value 7.85.     if (p.y < 7.85)     {         outColor = vec4(1, 1, 0, 1);     }     else     {         outColor = texture(image, fSource);     } } 

Submerged pixels showing up, seemingly ignoring the stencil buffer.

I confirmed the problem by instead sampling with shifted UV coordinates (rather than outputting solid yellow). Again, pixels are showing up on the water surfaces, seemingly ignoring the stencil buffer.

#version 440 core  in vec2 fSource;  out vec4 outColor;  uniform sampler2D image; uniform sampler2D positions;  void main() {     vec3 position = texture(positions, fSource).xyz;      // The water surfaces happen to sit at Y value 7.85.     if (p.y < 7.85)     {         outColor = texture(image, fSource + vec2(0.1, 0));     }     else     {         outColor = texture(image, fSource);     } } 

Shifted UV pixels still showing up through the stencil buffer.

My understanding of stenciling is that it prevents the fragment shader from running at all on certain portions of the screen (i.e. fragments pass or fail based on stencil settings). If that were true, then no matter what the fragment shader outputs, that pixel should remain black (in this context). Clearly, the fragment shader is still being run for pixels that should be rejected due to stenciling, which means I must be misunderstanding how the stencil buffer works.

Why is the fragment shader still running on pixels that should be rejected through stenciling?

Update 1: here are my stencil settings. No other objects (apart from water surfaces) write to the stencil buffer.

// Render water surfaces. 0x10 represents water. glEnable(GL_STENCIL_TEST); glStencilMask(0xFF); glStencilFunc(GL_ALWAYS, 0x10, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);  BindWaterFrameBuffer(); BindWaterShader(); DrawWaterSurfaces();  // Render the scene. Due to the stencil settings, only non-surface pixels should be rendered. glStencilMask(0x00); glStencilFunc(GL_EQUAL, 0x00, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);  BindDefaultFrameBuffer(); BindSceneShader(); DrawFullscreenQuad(); 

Update 2: here’s another screenshot showing the submerged solid color test, but with a lower Y threshold (three meters below the water). What appears to be happening, then, is that pixels sampled using the GLSL texture function correctly honor the stencil buffer, while direct color outputs don’t. However, even that can’t quite be true since, as shown above, sampling pixels outside the stenciled portion of the screen still results in those pixels showing up.

#version 440 core  in vec2 fSource;  out vec4 outColor;  uniform sampler2D image; uniform sampler2D positions;  void main() {     vec3 position = texture(positions, fSource).xyz;      // The water surfaces happen to sit at Y value 7.85, but here, I'm using a threshold three meters below that.     if (p.y < 4.85)     {         outColor = vec4(1, 1, 0, 1);     }     else     {         outColor = texture(image, fSource);     } } 

Submerged pixels rendered using a solid color, but a few meters below the water surface.


How to allow certain role to view Customer list

I have custom user role called Salesman. Whenever a Customer create order, a salesman was assigned to that Customer.

I need to allow user role Salesman to access WooCommerce -> Customer page.

I’ve search all available capabilities using User Role Editor plugin but none about list customer. list_users display User list page, but not the WooCommerce -> Customer page.

(5e) Are there any magic items that allow a user to bypass fire resistance with a magical weapon?

A bit of a specific request I know, but for an upcoming battle my DM is throwing at us, I’ll be using a magical weapon that deals fire damage and we know the creature has fire resistance. So I was wondering if there were any options to ignore the opponent’s fire resistance. I know of the Elemental Bane spell already, but if there were any other spells that had this effect as well that would be helpful to know as well.