fix new clippy lints before they reach stable (#8700)
# Objective - fix clippy lints early to make sure CI doesn't break when they get promoted to stable - have a noise-free `clippy` experience for nightly users ## Solution - `cargo clippy --fix` - replace `filter_map(|x| x.ok())` with `map_while(|x| x.ok())` to fix potential infinite loop in case of IO error
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				@ -99,7 +99,7 @@ fn star(
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    // We can now spawn the entities for the star and the camera
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    commands.spawn((
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        // We use a marker component to identify the custom colored meshes
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        ColoredMesh2d::default(),
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        ColoredMesh2d,
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        // The `Handle<Mesh>` needs to be wrapped in a `Mesh2dHandle` to use 2d rendering instead of 3d
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        Mesh2dHandle(meshes.add(star)),
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        // This bundle's components are needed for something to be rendered
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@ -302,7 +302,7 @@ fn example_control_system(
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    let randomize_colors = input.just_pressed(KeyCode::C);
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    for (material_handle, controls) in &controllable {
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        let mut material = materials.get_mut(material_handle).unwrap();
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        let material = materials.get_mut(material_handle).unwrap();
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        material.base_color.set_a(state.alpha);
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        if controls.color && randomize_colors {
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@ -378,7 +378,7 @@ fn update_normal(
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        return;
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    }
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    if let Some(normal) = normal.0.as_ref() {
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        if let Some(mut image) = images.get_mut(normal) {
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        if let Some(image) = images.get_mut(normal) {
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            image.texture_descriptor.format = TextureFormat::Rgba8Unorm;
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            *already_ran = true;
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        }
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@ -145,7 +145,7 @@ fn asset_loaded(
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        && asset_server.get_load_state(cubemap.image_handle.clone_weak()) == LoadState::Loaded
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    {
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        info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
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        let mut image = images.get_mut(&cubemap.image_handle).unwrap();
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        let image = images.get_mut(&cubemap.image_handle).unwrap();
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        // NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
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        // so they appear as one texture. The following code reconfigures the texture as necessary.
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        if image.texture_descriptor.array_layer_count() == 1 {
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@ -10,7 +10,7 @@ use rand::{thread_rng, Rng};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_plugin(FrameTimeDiagnosticsPlugin::default())
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        .add_plugin(FrameTimeDiagnosticsPlugin)
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        .add_plugin(LogDiagnosticsPlugin::default())
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        .add_systems(Startup, setup)
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        .add_systems(Update, (light_sway, movement))
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@ -430,7 +430,7 @@ fn update_color_grading_settings(
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    mut selected_parameter: ResMut<SelectedParameter>,
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) {
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    let method = tonemapping.single();
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    let mut color_grading = per_method_settings.settings.get_mut(method).unwrap();
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    let color_grading = per_method_settings.settings.get_mut(method).unwrap();
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    let mut dt = time.delta_seconds() * 0.25;
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    if keys.pressed(KeyCode::Left) {
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        dt = -dt;
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@ -9,7 +9,7 @@ fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        // Adds frame time diagnostics
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        .add_plugin(FrameTimeDiagnosticsPlugin::default())
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        .add_plugin(FrameTimeDiagnosticsPlugin)
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        // Adds a system that prints diagnostics to the console
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        .add_plugin(LogDiagnosticsPlugin::default())
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        // Any plugin can register diagnostics
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@ -334,7 +334,7 @@ fn contributors() -> Result<Contributors, LoadContributorsError> {
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    let contributors = BufReader::new(stdout)
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        .lines()
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        .filter_map(|x| x.ok())
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        .map_while(|x| x.ok())
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        .collect();
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    Ok(contributors)
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@ -37,7 +37,7 @@ fn main() {
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            }),
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            ..default()
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        }))
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        .add_plugin(FrameTimeDiagnosticsPlugin::default())
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        .add_plugin(FrameTimeDiagnosticsPlugin)
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        .add_plugin(LogDiagnosticsPlugin::default())
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        .insert_resource(BevyCounter {
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            count: 0,
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@ -21,7 +21,7 @@ fn main() {
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    App::new()
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        // Since this is also used as a benchmark, we want it to display performance data.
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        .add_plugin(LogDiagnosticsPlugin::default())
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        .add_plugin(FrameTimeDiagnosticsPlugin::default())
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        .add_plugin(FrameTimeDiagnosticsPlugin)
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                present_mode: PresentMode::AutoNoVsync,
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@ -30,7 +30,7 @@ fn main() {
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        }),
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        ..default()
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    }))
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    .add_plugin(FrameTimeDiagnosticsPlugin::default())
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    .add_plugin(FrameTimeDiagnosticsPlugin)
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    .add_plugin(LogDiagnosticsPlugin::default())
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    .add_systems(Startup, setup)
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    .add_systems(Update, button_system);
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@ -28,7 +28,7 @@ fn main() {
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            }),
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            ..default()
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        }))
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        .add_plugin(FrameTimeDiagnosticsPlugin::default())
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        .add_plugin(FrameTimeDiagnosticsPlugin)
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        .add_plugin(LogDiagnosticsPlugin::default())
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        .add_systems(Startup, setup)
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        .add_systems(Update, (move_camera, print_mesh_count))
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@ -18,7 +18,7 @@ fn main() {
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        }),
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        ..default()
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    }))
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    .add_plugin(FrameTimeDiagnosticsPlugin::default())
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    .add_plugin(FrameTimeDiagnosticsPlugin)
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    .insert_resource(Config {
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        line_count: 50_000,
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        fancy: false,
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@ -21,7 +21,7 @@ fn main() {
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        }),
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        ..default()
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    }))
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    .add_plugin(FrameTimeDiagnosticsPlugin::default())
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    .add_plugin(FrameTimeDiagnosticsPlugin)
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    .add_plugin(LogDiagnosticsPlugin::default())
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    .add_systems(Startup, setup);
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@ -24,7 +24,7 @@ fn main() {
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            }),
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            ..default()
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        }))
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        .add_plugin(FrameTimeDiagnosticsPlugin::default())
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        .add_plugin(FrameTimeDiagnosticsPlugin)
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        .add_plugin(LogDiagnosticsPlugin::default())
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        .add_systems(Startup, setup)
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        .add_systems(Update, (move_camera, print_light_count))
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@ -29,7 +29,7 @@ fn main() {
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        ))
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        // Since this is also used as a benchmark, we want it to display performance data.
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        .add_plugin(LogDiagnosticsPlugin::default())
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        .add_plugin(FrameTimeDiagnosticsPlugin::default())
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        .add_plugin(FrameTimeDiagnosticsPlugin)
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                present_mode: PresentMode::AutoNoVsync,
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@ -18,7 +18,7 @@ fn main() {
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            }),
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            ..default()
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        }))
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        .add_plugin(FrameTimeDiagnosticsPlugin::default())
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        .add_plugin(FrameTimeDiagnosticsPlugin)
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        .add_plugin(LogDiagnosticsPlugin::default())
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        .add_systems(Startup, spawn)
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        .add_systems(Update, update_text_bounds)
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@ -184,7 +184,7 @@ fn main() {
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    App::new()
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        .insert_resource(cfg)
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        .add_plugins(MinimalPlugins)
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        .add_plugin(TransformPlugin::default())
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        .add_plugin(TransformPlugin)
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        .add_systems(Startup, setup)
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        // Updating transforms *must* be done before `CoreSet::PostUpdate`
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        // or the hierarchy will momentarily be in an invalid state.
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@ -11,7 +11,7 @@ use bevy::{
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_plugin(FrameTimeDiagnosticsPlugin::default())
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        .add_plugin(FrameTimeDiagnosticsPlugin)
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        .add_systems(Startup, setup)
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        .add_systems(Update, (text_update_system, text_color_system))
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        .run();
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@ -1,4 +1,4 @@
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///! This example illustrates how to resize windows, and how to respond to a window being resized.
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//! This example illustrates how to resize windows, and how to respond to a window being resized.
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use bevy::{prelude::*, window::WindowResized};
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fn main() {
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