How do you install and solve the configure step from source in grid db?

I am running Ubuntu 18 and the error following installation instructions persists

top@DESKTOP-JUACTCP:~/griddb$   sudo ./configure checking for a BSD-compatible install... /usr/bin/install -c checking whether build environment is sane... yes checking for a thread-safe mkdir -p... /bin/mkdir -p checking for gawk... gawk checking whether make sets $  (MAKE)... no checking whether make supports nested variables... no checking for gcc... no checking for cc... no checking for cl.exe... no configure: error: in `/home/top/griddb': configure: error: no acceptable C compiler found in $  PATH See `config.log' for more details 

Using CSS, how can I remove a Woocommerce grid from a specific page that has ::before & ::after inserted in it [closed]

Everything between the before and after needs to go

The specific page ID is 6329

I have tried different variations of the CSS below, but still can’t get it to work!

CSS used:

.page-id-6329 .products.columns-3 {       display: none !important; } 

and other variations on the same lines with no success. I think it has to do with the ::before and ::after, but have no idea how to write the CSS.

I am setting up a website that caters for retail and wholesale. The retail will show the normal category grid to the user, while the wholesale will have a special page where a list of products shown in a table. The wholesale page, as it is now, shows the category grid AND the table underneath. I just need to get the grid to disappear for that particular page.

Any help will be appreciated. Thanks

Select box-shape grid between two positions on tilemap

I want to be able to click and hold on a certain point and mark it as startPosition. Then, while the mouse is held down and moved, mark that second position as endPosition.

When the mouse is finally released, I want to get all the positions between those two points.

Here is my code so far:

for (float x = startPosition.x; x <= endPosition.x; x++)         {             for (float y = startPosition.y; y <= endPosition.y; y++)             {                 Vector3Int newPosition = Utilities.GridPosFromWorldPos(new Vector2(x, y));                 if (!selectedPositions.Contains(newPosition)) { selectedPositions.Add(newPosition); }             }         } 

This works only when dragging up and/or to the right. As soon as I try to go to left or bottom, the endPosition coordinates become smaller than the startPosition coordinates, which breaks the for loop.

How can I solve this?

Playing on a grid, is this situation 1/2 or 3/4 cover?

We have four medium creatures, blue (1), green (2), yellow (3), and red (4), positioned like so:

enter image description here

The rules for determining cover on a grid state:

To determine whether a target has cover against an attack or other effect on a grid, choose a corner of the attacker’s space or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still reach the target (such as when the target is behind an arrow slit), the target has three-quarters cover.

Following the instructions here, I have this diagram:

enter image description here

This appears to be 3/4 cover: all four lines are blocked, yet the attack should still be able to reach the target since these creatures do not occupy their entire spaces.

But I am not so sure this is 3/4 cover. The general rules for cover state:

If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

Considering green and yellow as individual sources of cover, we see:

enter image description here

Each only individually provides half cover. Do green and yellow combine to provide 3/4 cover as in the first cover diagram, or do they together still only provide 1/2 cover since degrees of cover do not add together?

How to rescale a grid in FoundryVTT and keep the doors/walls?

I’ve discovered an issue when importing maps from dndbeyond into FoundryVTT via the VTTAssets Dndbeyond extension.

The map imports 100% correctly in that it brings in walls and doors as well as keeps the scale of 1 square = 10 feet.

However, I want to play with 1 square=5 feet, but keep the same dimensions.

If I double the map size, the doors and walls don’t double with it. It does put 2 grid squares in each map square, but I was hoping to keep everything when the scale changed.

In Unity how do I easily snap modular building pieces to the grid without overlaps or gaps?

I’m new to Unity and purchased a set of modular building pieces from the asset store. I’m trying to arrange pieces of wall. The pieces are 5 x 5 x 0.5, so I’ve set my world grid size to 5 units and am using align to grid to make them line up nicely. I’m running into an issue when I try to make a corner. When I align the pieces to the grid, there is some gap and overlap, as seen in this picture:

enter image description here

I then tried to manually move the end piece inwards, which resulted in this:

enter image description here

That looks slightly better, but needed a manual adjustment so I don’t think doing this everywhere scales very well, and plus there is some kind of visual/lighting artifact where the pieces overlap (hard to see in the screenshot but very obvious when I move around in game mode). Then I tried resetting that end piece back to the grid and pushing the two side pieces inwards, which resulted in this:

enter image description here

This looks good and has no overlap, but required a bit of manual adjustment and brought the sides off of the grid.

Assuming a set of wall pieces that are 5x5x0.5, how can I configure my grid and snap settings so that everything fits together nicely?

When playing on a grid, can I pour a flask of oil on any adjacent square or just on the one I am standing on?

The description of a flask of oil says:

You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.

When playing on a grid, can I pour a flask of oil on any adjacent square or just on the one I am standing on?