block editor – have gutenburg groups/sections fade in as they are loading

I’m trying to re-create a site that was built in squarespace. On that site they have the ability that fades each section in as the user scrolls. I’m not sure what it’s called so I don’t even know what to google.

this is an an example though: https://www.drangelasouthbay.com/blog/

is there a way to do this in wordpress? Or can someone tell me what it’s called so I can do a bit more research?

python – How Do I fade Out Start Screen?

I have a start screen when you click it it will just load the game in a snap I was wondering how I could add a fade to my start screen so it looks good when you click start game

VIDeo # when you click start it just loads the game like
my start menu

def game_intro(): 
        red = (200,0,0)
        green = (0,200,0)
        bright_red = (255,0,0)
        bright_green = (0,255,0)
        fps = 460
        intro = True
        while intro:
            clock.tick(fps)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    intro = False
                    pygame.quit()
                
                    

            bks = pygame.image.load("game.png")
            window.blit(bks,(0,0))

            

            
            title5 = pygame.image.load("title.png")
            title5 = pygame.transform.scale(title5,(title5.get_width()-115,title5.get_height()-115))
            window.blit(title5,(20,100))
            # start 1
            bts1 = pygame.image.load("buts.png")
            bts1 = pygame.transform.scale(bts1,(bts1.get_width()//6,bts1.get_height()//6))

            # start 2 button
            bts2 = pygame.image.load("buts.png")
            bts2 = pygame.transform.scale(bts2,(bts2.get_width()//5,bts2.get_height()//5))



            # quit 1
            qu1 = pygame.image.load("quitbut.png")
            qu1 = pygame.transform.scale(qu1,(qu1.get_width()//6,qu1.get_height()//6))

            # quit2 2 button
            qu2 = pygame.image.load("quitbut.png")
            qu2 = pygame.transform.scale(qu2,(qu2.get_width()//5,qu2.get_height()//5))
            button("Start Game",320,380,190,60,green,bright_green,game_loop)
            button("Quit Game",330,470,180,60,green,bright_green,quitlol)

            scrollbg = pygame.image.load("scrollup.png")
            scrollbg = pygame.transform.scale(scrollbg,(scrollbg.get_width()-115,scrollbg.get_height()-115))
            window.blit(scrollbg,(220,300))    

    # make the square brighter if collideded with the buttons
            mouse = pygame.mouse.get_pos()
            if 460+120 > mouse(0) > 280 and 350+100 > mouse(1) > 350:
                window.blit(bts2,(300,280))
            else:
                window.blit(bts1,(300,300))




                # quit button
            if 450+110 > mouse(0) > 280 and 450+50 > mouse(1) > 450:
                window.blit(qu2,(300,370))
            else:
                window.blit(qu1,(300,390))
    # ---------------------------------------------------------------------





      
            pygame.display.update()


how to fade out start screen? in pygame is there any way i could add cool effects when I click start my game something like fade or when I click start game a black small circle starts and gets bigger and shows my game?

unity – How can I use StartCoroutine to fade also the rendering mode of the character material?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class Teleporting : MonoBehaviour
{
    public List<GameObject> teleporters = new List<GameObject>();
    public GameObject objectToTeleportMaterial;
    public float fadeDuration = 5;
    public float fadeInTargetOpacity = 0;
    public float fadeOutTargetOpacity = 1;
    public static bool teleportedIn = false;

    private List<Vector3> teleportersPositions = new List<Vector3>();
    private bool teleported = false;
    private Material material;
    private GameObject myother;


    // Start is called before the first frame update
    void Start()
    {

    }

    private void OnTriggerEnter(Collider other)
    {
        if (other.name == "vanguard_t_choonyung@T-Pose (1)")
        {
            teleported = false;
            myother = other.gameObject;
            material = objectToTeleportMaterial.GetComponent<Renderer>().material;
            Teleport(material, fadeInTargetOpacity, fadeDuration);
        }
    }

    // Update is called once per frame
    void Update()
    {
        if (teleported == true)
        {
            myother.transform.position = teleporters(1).transform.position;
            Teleport(material, fadeOutTargetOpacity, fadeDuration);
            teleported = false;
        }
    }

    private void Teleport(Material material, float fadeTargetOpacity, float fadeDuration)
    {
        if (fadeTargetOpacity == 1)
        {
            MaterialExtensions.ToOpaqueMode(material);
        }
        else
        {
            MaterialExtensions.ToTransparentMode(material);
        }
        StartCoroutine(FadeTo(material, fadeTargetOpacity, fadeDuration));
    }

    // Define an enumerator to perform our fading.
    // Pass it the material to fade, the opacity to fade to (0 = transparent, 1 = opaque),
    // and the number of seconds to fade over.
    IEnumerator FadeTo(Material material, float targetOpacity, float duration)
    {

        // Cache the current color of the material, and its initiql opacity.
        Color color = material.color;
        float startOpacity = color.a;

        // Track how many seconds we've been fading.
        float t = 0;

        while (t < duration)
        {
            // Step the fade forward one frame.
            t += Time.deltaTime;
            // Turn the time into an interpolation factor between 0 and 1.
            float blend = Mathf.Clamp01(t / duration);

            // Blend to the corresponding opacity between start & target.
            color.a = Mathf.Lerp(startOpacity, targetOpacity, blend);

            // Apply the resulting color to the material.
            material.color = color;

            // Wait one frame, and repeat.
            yield return null;
        }

        if (targetOpacity == 1)
        {
            //MaterialExtensions.ToOpaqueMode(material);
            teleportedIn = true;
        }

        if (targetOpacity == 0)
        {
            teleported = true;
        }
    }
}

And the class :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public static class MaterialExtensions
{
    public static void ToOpaqueMode(this Material material)
    {
        material.SetOverrideTag("RenderType", "");
        material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
        material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
        material.SetInt("_ZWrite", 1);
        material.DisableKeyword("_ALPHATEST_ON");
        material.DisableKeyword("_ALPHABLEND_ON");
        material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
        material.renderQueue = -1;
    }

    public static void ToTransparentMode(this Material material)
    {
        material.SetOverrideTag("RenderType", "Transparent");
        material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
        material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
        material.SetInt("_ZWrite", 0);
        material.DisableKeyword("_ALPHATEST_ON");
        material.EnableKeyword("_ALPHABLEND_ON");
        material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
        material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
    }
}

The problem is when using the functions ToOpaqueMode and ToTransparentMode it’s changing the rendering mode too fast at once and not part of the FadeTo function so it’s not looks so realistic. The character does fade in out by changing the alpha color to 0 and 1 but the rendering mode is not changing by time using a Coroutine so the rendering mode changes don’t look like a part of the teleporting it’s not looks like natural part of the teleporting.

Is there a way to use this ToOpaqueMode and ToTransparentMode with the FadeTo ?

dnd 5e – How do the effects of the Control Weather spell fade away "gradually"?

Since the duration is not specified, it depends on the GM.

However, I would focus on two points (the emphasis is mine):

When you cast the spell, you change the current weather conditions,
They are determined by the DM depending on the weather and the season. you
You can change precipitation, temperature and wind. Takes 1d4 × 10
minutes for the new conditions to take effect.
Once they do, you
You can change the conditions again. When the spell ends, the weather
gradually return to normal.

and

When changing weather conditions, look for a current condition in
the following tables and change your stage for one, up or down. When
By changing the wind, you can change its direction.

Based on the above, I understand two things:

  1. If the weather has changed more than once (eg Warm -> cold -> cold), then when the effects are reversed, the same order should be followed (i.e. cold -> cold -> warm) otherwise the change is not "gradual".
  2. The fastest effect can be achieved in 1 x 10 minutes. The slowest in 4 x 10 minutes. Therefore, a gradual change of A stage It should be anything between 10 and 40 minutes. Personally, I would go for 20 minutes per stage, but you can also ask the player to roll.

dnd 5e – How do the effects of the control climate fade away "gradually"?

Since the duration is not specified, it depends on the GM.

However, I would focus on two points (the emphasis is mine):

When you cast the spell, you change the current weather conditions,
They are determined by the DM depending on the weather and the season. you
You can change precipitation, temperature and wind. Takes 1d4 × 10
minutes for the new conditions to take effect.
Once they do, you
You can change the conditions again. When the spell ends, the weather
gradually Back to normal

Y

When changing weather conditions, look for a current condition in
the following tables and change your stage for one, up or down. When
By changing the wind, you can change its direction.

Based on the above, I understand two things:

  1. If the weather has changed more than once (eg Warm -> cold -> cold), then when the effects are reversed, the same order should be followed (i.e. cold -> cold -> warm) otherwise the change is not "gradual".
  2. The fastest effect can be achieved in 1 x 10 minutes. The slowest in 4 x 10 minutes. Therefore, a gradual change of A stage It should be anything between 10 and 40 minutes. Personally, I would go for 20 minutes per stage, but you can also ask the player to roll.

unreal 4 – How can I make a particle emitter (actor) fade according to the proximity of the player?

Essentially everything is in the title: I have a cylindrical effect made of a particle emitter, but it could be any object with a shader, and I want it to fade closer and closer (it appears when I approach)

I would like to do this with plans.

I imagine that I am modulating the opacity, but where is the best place to do this? On the object? or the plane of the player?

When Trump is acquitted tomorrow, will the memory of his political judgment fade from the memories of voters in November?

No, Americans have long memories and will remember long after November. Trump is accused for the rest of his life and after his death he will still be known as the third president to be charged.

For some insane reason, Trump is trying to run out of time in his numerous court cases regarding his financial records and his refusal to allow anyone who served in his administration to testify before Congress or the courts.

He knows that witness testimony at this time will irreparably harm him. That's why he is fighting so hard to hide his tax returns and bank records abroad. He desperately needs to start a war with Iran.

The judges appointed by the Republicans are moving very slowly in crucial Trump cases for a reason. Literally, your life depends on being re-elected and obtaining presidential immunity until the statute of limitations for your financial crimes / money laundering for Russia expires.

color correction: slide fade setting

My quick attempt to fix it. If you have many to fix, you will need an easy solution.

Actually, the very old slides (1950?) Had a serious fading problem, but I don't think they are that old. The cars appear to be from the 1970s.

The upper left seems to be the most faded. The slides probably did not remain in total darkness and this corner saw the most light.

First I selected the upper left with the Lasso tool, then feathered the selection (90). I applied "Auto Color". Then I inverted and applied "Auto Color" for the rest. The upper left still seemed a bit too clear, so I reversed again and used Levels to darken it a bit (move the central slider slightly to the right).

Selection:

enter the description of the image here

Final:

enter the description of the image here

nt. number theory: does the symmetric square L function fade into one?

Take a cuspidal automotive representation $ pi $ from $ GL (3) $ over a numeric field My question is quite simple and may be related to this:

can $ L (1, pi, mathrm {sym} ^ 2) $ be zero? If so, is there any additional assumption that guarantees that it cannot?

I know we have the division $ L (s, pi times tilde { pi}) = L (s, pi, mathrm {sym} ^ 2) L (s, pi, wedge ^ 2 pi) $. If we assume $ pi $ self-contradictory, for example, then the Rankin-Selberg convolution has a simple pole in $ s = 1 $. Either $ L (s, pi, mathrm {sym} ^ 2) $ has a pole in $ s = 1 $ (Gelbart-Jacquet lifting case) and in that case it does not disappear; or it has none and in that case the question is reformulated as: can $ L (s, pi, wedge ^ 2 pi) $ have a post of order 2 in $ s = 1 $?

Any new ideas or references on this precise question are welcome.

What is the cheapest way to harm me and activate the effects of the Fade Away feat?

For clarity, I mean cheap in the sense of the economy of action. The ideal scenario would be to harm myself with a free object interaction or a small amount of movement.