Cemu ova zvizdaljka i ovo na glavi?

Cemu ova zvizdaljka i ovo na glavi?

https://preview.redd.it/tskinyk4rv5h1.png?width=900&format=png&auto=webp&s=1f732e56f706c08ac232d82c4b8304a7fa8a9025

Sve razumem ali zasto ovo? Mislim ljudi pricaju da su nakaze itd ja stvarno u to ne verujem, jedino sto mi strci na ovoj slici je ovi penisi. da li je ovo uopste legalno? Kao gde mogu videti koja su pravila oko oblacenja na javnom mestu?

Isto ljudi spominju neki srp i cekic ja nigde to ovde ne vidim.

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u/aphroditelady13V — 3 days ago

Koji sladoledi su posni?

Okej pokusavam da nadjem posne sladolede, neko mi je rekao da je rumenko kao posan ali ne znam, ne mogu da nadjem sastojke na netu. Znam da imaju oni kao sladoledi kao "ledenica" izgledaju i mora da se istiskuje iz onog pakovanja. Da li mozda ima neki postan sladoled u lidlu? Mislim da bilo koji kornet sladoled nije postan.

edit: ledenicu na koju mislim je calipso

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u/aphroditelady13V — 4 days ago

Questions about a kinematic controller

Okay so I'm a beginner and I'm trying to make a kinematic controller in unity. Currently I'm having issues with slopes vs jumping. Is there some sort of standard for what goes first sort of? Because if I put my jump logic before slope logic, the jump is overwritten but if I put the jump after the slope logic, slopes don't work because I set my y to 0 when I'm grounded.

https://github.com/Ethereallie13/unityProject.git this is my repo if anyone wants to check out my code it's probably a mess. Any tips on how to make a good kinematic controller are appreciated.

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u/aphroditelady13V — 26 days ago

Help me stabilize my economy

https://preview.redd.it/0wvwa34w7o0h1.png?width=1313&format=png&auto=webp&s=d1875a026a6bb87dbcabeaf3f2cc063387f4dace

Okay so I currently have 3 planets, 1 capital, 1 is a tech world and 1 is the one in the image, I am somehow struggling with consumer goods. At first my pops had hedonistic living standard and I was really struggling like from day 1, then later on I switched it to decent living standard I think and still with this many artisans I can't get into a positive amount.

Due to low habitability I have 10% less efficiency but I don't think this is such a big issue. I really don't know what to do, I had playthroughs (not with this civ) where I had only 3 planets, one was a tech world one was an alloy world and the capitol and it was okay. I somehow got to 2k research and I was happy, this time I don't know what to do. I'm struggling in all areas.

https://preview.redd.it/wq6wkqyi8o0h1.png?width=1283&format=png&auto=webp&s=a0dfa2d52648fd673cde7304c571b9f3bd7c51d7

On the capitol I don't have any deficiency. on my mining world I have 10%

https://preview.redd.it/decvl9mt8o0h1.png?width=1351&format=png&auto=webp&s=6567862856222d5d2b0e0317d6c8a758e320de8d

and here I have 15% less efficiency but the planet has like 30% more efficiency for engineering jobs and physician jobs. I mean I took a few technologies that gave me 5% habitability, I guess I need to teraform this planet but I don't have the tech for it yet.

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u/aphroditelady13V — 29 days ago

Is the contract theory in a way a normal fallacy?

In a way I find that contract theory becomes might makes right. Like if someone asked me why we can't kill each other I would say because we have a contract as a society not to do that but what if a society decided that is okay? That anyone can kill anyone, would that be moral? are there some things that no matter how many people agree on are bad?

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u/aphroditelady13V — 1 month ago

Ovo pitanje je u kontekstu stripova. Svi znamo za supermena batmena itd ali da li postoje neki neuspeli srpski superhoriji koji nisu doziveli neku slavu. Ne znam kada je krenuo taj superheroj boom vrv negde u proslom veku, mora da je neko u srbiji pokusao da osmisli svog superheroja.

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u/aphroditelady13V — 1 month ago

Okay so I don't know what to do anymore. I tried basically adjusting the movement vector of the player to project on the slope normal. I have ground detection and custom gravity. I'm not using rigidbody. I can jump on a slope and stand on it but as soon as I try to move up I fall through, moving down works but it feels like I'm actually just falling instead of going down. also my collision system sort of doesn't work for smaller obsticles (lower) even though the code detects a collision, it doesn't do anything and I just clip through, I tried putting that when I collide my movement vector becomes zero vector and then it works. I also tried disabling the collision to test the slope movement in case that was maybe the issue, it didn't work.

   isGrounded = Physics.Raycast(transform.position, Vector3.down, groundDistance, groundMask);
        if (Physics.Linecast(previousPosition, currentPosition, out RaycastHit hit, groundMask))
        {
            isGrounded = true;
            Debug.DrawLine(previousPosition, currentPosition, Color.green, 0.1f);
            transform.position = hit.point;
        }  
// Get input direction, rotate character
  if(Input.GetKey(KeyCode.W) && Input.GetMouseButton(1))
  {
     inputVector = cameraForward;
  }
  else if(Input.GetKey(KeyCode.W))
  {
      inputVector += transform.forward;
  }
  if(Input.GetKey(KeyCode.S) && Input.GetMouseButton(1))
  {
     inputVector = -cameraForward;
  }
  else if(Input.GetKey(KeyCode.S))
  {
      inputVector -= transform.forward;
  }
  if(Input.GetKey(KeyCode.E))
  {
      inputVector += transform.right;
  }
  if(Input.GetKey(KeyCode.Q))
  {
      inputVector -= transform.right;
  }
  if(Input.GetKey(KeyCode.D))
  {
      transform.Rotate(0, cameraRotationSpeed * Time.deltaTime, 0);
  }
  if(Input.GetKey(KeyCode.A))
  {
      transform.Rotate(0, -cameraRotationSpeed * Time.deltaTime, 0);
  }

//slope movement

    RaycastHit hit2;
    if (Physics.Raycast(transform.position, Vector3.down, out hit2, 2f, groundMask))
    {
        
        Vector3 slopeMove = Vector3.ProjectOnPlane(inputVector.normalized, hit2.normal);

        finalMoveVector = slopeMove * Time.deltaTime * currentSpeed;
    }
    else
    {
        finalMoveVector = inputVector.normalized * Time.deltaTime * currentSpeed;
    }

   Vector3 capsuleBottom = transform.position + Vector3.up * radius;
   Vector3 capsuleTop = transform.position + Vector3.up * (height-radius);


// collision detection
if (Physics.CapsuleCast(
           capsuleBottom,
           capsuleTop,
           radius,
           finalMoveVector.normalized,
           out RaycastHit hit3,
           finalMoveVector.magnitude)
       )
   {
       if (Vector3.Angle(hit3.normal, Vector3.up) > 45f)
       {
           float safeDistance = hit3.distance - 0.02f;
           Vector3 moveToWall = finalMoveVector.normalized * safeDistance;

           Vector3 slide = Vector3.ProjectOnPlane(finalMoveVector - moveToWall, hit3.normal);

           finalMoveVector = moveToWall + slide;
       }
       //finalMoveVector = Vector3.zero;
   }

     // Jump logic
     if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
     {
         velocity = initialVelocity;
         isGrounded = false;
     }
     else if (!isGrounded)
     {
         velocity += gravity * Time.deltaTime;
     }
     else
     {
         velocity = 0;
     }
     inputVector.y = velocity*Time.deltaTime;
     finalMoveVector.y = velocity * Time.deltaTime;
       Debug.Log("Hit: " + hit3.collider.name);


   }
       // Rotate character
       Quaternion cameraRotation = cameraTransform.rotation;
       cameraRotation.x =0;
       cameraRotation.z = 0;
       if(Input.GetMouseButton(1) || isInCombat)
       {
          // transform.forward = Vector3.Slerp(transform.forward, -normCameraDirection, Time.deltaTime*rotationSpeed);
           transform.rotation = cameraRotation;
       }
        transform.position += finalMoveVector;

this isn't the entire code I have a bit that adjusts the speed but that's not that really important. this is all btw in the update function. Any tips on what could be the issue?

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u/aphroditelady13V — 1 month ago