Allow clippy::too_many_arguments to lint without warnings (#17249)

# Objective
Many instances of `clippy::too_many_arguments` linting happen to be on
systems - functions which we don't call manually, and thus there's not
much reason to worry about the argument count.

## Solution
Allow `clippy::too_many_arguments` globally, and remove all lint
attributes related to it.
This commit is contained in:
MichiRecRoom 2025-01-09 02:26:15 -05:00 committed by GitHub
parent 7b56a1aa98
commit 3742e621ef
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
65 changed files with 4 additions and 178 deletions

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@ -41,6 +41,7 @@ type_complexity = "allow"
undocumented_unsafe_blocks = "warn"
unwrap_or_default = "warn"
needless_lifetimes = "allow"
too_many_arguments = "allow"
ptr_as_ptr = "warn"
ptr_cast_constness = "warn"
@ -82,6 +83,7 @@ type_complexity = "allow"
undocumented_unsafe_blocks = "warn"
unwrap_or_default = "warn"
needless_lifetimes = "allow"
too_many_arguments = "allow"
ptr_as_ptr = "warn"
ptr_cast_constness = "warn"

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@ -47,6 +47,7 @@ type_complexity = "allow"
undocumented_unsafe_blocks = "warn"
unwrap_or_default = "warn"
needless_lifetimes = "allow"
too_many_arguments = "allow"
ptr_as_ptr = "warn"
ptr_cast_constness = "warn"

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@ -102,7 +102,6 @@ fn simple<T: std::ops::Add<Output = T>>(a: T, b: T) -> T {
a + b
}
#[expect(clippy::too_many_arguments)]
fn complex<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9>(
_: T0,
_: T1,

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@ -113,10 +113,6 @@ impl AssetInfos {
.unwrap()
}
#[expect(
clippy::too_many_arguments,
reason = "Arguments needed so that both `create_loading_handle_untyped()` and `get_or_create_path_handle_internal()` may share code."
)]
fn create_handle_internal(
infos: &mut HashMap<UntypedAssetId, AssetInfo>,
handle_providers: &TypeIdMap<AssetHandleProvider>,

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@ -609,7 +609,6 @@ pub fn extract_core_3d_camera_phases(
// Extract the render phases for the prepass
#[allow(clippy::too_many_arguments)]
pub fn extract_camera_prepass_phase(
mut commands: Commands,
mut opaque_3d_prepass_phases: ResMut<ViewBinnedRenderPhases<Opaque3dPrepass>>,
@ -689,7 +688,6 @@ pub fn extract_camera_prepass_phase(
alpha_mask_3d_deferred_phases.retain(|entity, _| live_entities.contains(entity));
}
#[allow(clippy::too_many_arguments)]
pub fn prepare_core_3d_depth_textures(
mut commands: Commands,
mut texture_cache: ResMut<TextureCache>,
@ -780,7 +778,6 @@ pub struct ViewTransmissionTexture {
pub sampler: Sampler,
}
#[allow(clippy::too_many_arguments)]
pub fn prepare_core_3d_transmission_textures(
mut commands: Commands,
mut texture_cache: ResMut<TextureCache>,
@ -880,7 +877,6 @@ pub fn check_msaa(mut deferred_views: Query<&mut Msaa, (With<Camera>, With<Defer
}
// Prepares the textures used by the prepass
#[allow(clippy::too_many_arguments)]
pub fn prepare_prepass_textures(
mut commands: Commands,
mut texture_cache: ResMut<TextureCache>,

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@ -124,7 +124,6 @@ pub struct OitResolvePipelineKey {
layer_count: i32,
}
#[allow(clippy::too_many_arguments)]
pub fn queue_oit_resolve_pipeline(
mut commands: Commands,
pipeline_cache: Res<PipelineCache>,

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@ -911,7 +911,6 @@ impl ViewNode for SmaaNode {
/// writes to the two-channel RG edges texture. Additionally, it ensures that
/// all pixels it didn't touch are stenciled out so that phase 2 won't have to
/// examine them.
#[allow(clippy::too_many_arguments)]
fn perform_edge_detection(
render_context: &mut RenderContext,
smaa_pipelines: &SmaaPipelines,
@ -965,7 +964,6 @@ fn perform_edge_detection(
/// This runs as part of the [`SmaaNode`]. It reads the edges texture and writes
/// to the blend weight texture, using the stencil buffer to avoid processing
/// pixels it doesn't need to examine.
#[allow(clippy::too_many_arguments)]
fn perform_blending_weight_calculation(
render_context: &mut RenderContext,
smaa_pipelines: &SmaaPipelines,
@ -1024,7 +1022,6 @@ fn perform_blending_weight_calculation(
///
/// This runs as part of the [`SmaaNode`]. It reads from the blend weight
/// texture. It's the only phase that writes to the postprocessing destination.
#[allow(clippy::too_many_arguments)]
fn perform_neighborhood_blending(
render_context: &mut RenderContext,
smaa_pipelines: &SmaaPipelines,

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@ -2,10 +2,6 @@ use proc_macro2::Ident;
use quote::quote;
use syn::{Attribute, Fields, ImplGenerics, TypeGenerics, Visibility, WhereClause};
#[expect(
clippy::too_many_arguments,
reason = "Required to generate the entire item structure."
)]
pub(crate) fn item_struct(
path: &syn::Path,
fields: &Fields,
@ -55,10 +51,6 @@ pub(crate) fn item_struct(
}
}
#[expect(
clippy::too_many_arguments,
reason = "Required to generate the entire world query implementation."
)]
pub(crate) fn world_query_impl(
path: &syn::Path,
struct_name: &Ident,

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@ -504,7 +504,6 @@ impl BundleInfo {
/// `table` must be the "new" table for `entity`. `table_row` must have space allocated for the
/// `entity`, `bundle` must match this [`BundleInfo`]'s type
#[inline]
#[allow(clippy::too_many_arguments)]
unsafe fn write_components<'a, T: DynamicBundle, S: BundleComponentStatus>(
&self,
table: &mut Table,
@ -594,7 +593,6 @@ impl BundleInfo {
/// This method _should not_ be called outside of [`BundleInfo::write_components`].
/// For more information, read the [`BundleInfo::write_components`] safety docs.
/// This function inherits the safety requirements defined there.
#[allow(clippy::too_many_arguments)]
pub(crate) unsafe fn initialize_required_component(
table: &mut Table,
sparse_sets: &mut SparseSets,

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@ -236,7 +236,6 @@ macro_rules! impl_exclusive_system_function {
// Yes, this is strange, but `rustc` fails to compile this impl
// without using this function. It fails to recognize that `func`
// is a function, potentially because of the multiple impls of `FnMut`
#[allow(clippy::too_many_arguments)]
fn call_inner<Out, $($param,)*>(
mut f: impl FnMut(&mut World, $($param,)*) -> Out,
world: &mut World,
@ -267,7 +266,6 @@ macro_rules! impl_exclusive_system_function {
// Yes, this is strange, but `rustc` fails to compile this impl
// without using this function. It fails to recognize that `func`
// is a function, potentially because of the multiple impls of `FnMut`
#[allow(clippy::too_many_arguments)]
fn call_inner<In: SystemInput, Out, $($param,)*>(
mut f: impl FnMut(In::Param<'_>, &mut World, $($param,)*) -> Out,
input: In::Inner<'_>,

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@ -1029,7 +1029,6 @@ macro_rules! impl_system_function {
// Yes, this is strange, but `rustc` fails to compile this impl
// without using this function. It fails to recognize that `func`
// is a function, potentially because of the multiple impls of `FnMut`
#[allow(clippy::too_many_arguments)]
fn call_inner<Out, $($param,)*>(
mut f: impl FnMut($($param,)*)->Out,
$($param: $param,)*
@ -1056,7 +1055,6 @@ macro_rules! impl_system_function {
type Param = ($($param,)*);
#[inline]
fn run(&mut self, input: In::Inner<'_>, param_value: SystemParamItem< ($($param,)*)>) -> Out {
#[allow(clippy::too_many_arguments)]
fn call_inner<In: SystemInput, Out, $($param,)*>(
mut f: impl FnMut(In::Param<'_>, $($param,)*)->Out,
input: In::Inner<'_>,

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@ -1111,7 +1111,6 @@ mod tests {
}
#[test]
#[allow(clippy::too_many_arguments)]
fn can_have_16_parameters() {
fn sys_x(
_: Res<A>,

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@ -1746,7 +1746,6 @@ impl<'w> EntityWorldMut<'w> {
/// when DROP is true removed components will be dropped otherwise they will be forgotten
// We use a const generic here so that we are less reliant on
// inlining for rustc to optimize out the `match DROP`
#[allow(clippy::too_many_arguments)]
unsafe fn move_entity_from_remove<const DROP: bool>(
entity: Entity,
self_location: &mut EntityLocation,
@ -1826,7 +1825,6 @@ impl<'w> EntityWorldMut<'w> {
///
/// # Safety
/// - A `BundleInfo` with the corresponding `BundleId` must have been initialized.
#[allow(clippy::too_many_arguments)]
unsafe fn remove_bundle(&mut self, bundle: BundleId) -> EntityLocation {
let entity = self.entity;
let world = &mut self.world;

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@ -347,7 +347,6 @@ where
}
}
#[allow(clippy::too_many_arguments)]
fn draw_grid<Config, Clear>(
gizmos: &mut GizmoBuffer<Config, Clear>,
isometry: Isometry3d,

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@ -288,7 +288,6 @@ type DrawLineJointGizmo2d = (
DrawLineJointGizmo,
);
#[allow(clippy::too_many_arguments)]
fn queue_line_gizmos_2d(
draw_functions: Res<DrawFunctions<Transparent2d>>,
pipeline: Res<LineGizmoPipeline>,
@ -365,8 +364,6 @@ fn queue_line_gizmos_2d(
}
}
}
#[allow(clippy::too_many_arguments)]
fn queue_line_joint_gizmos_2d(
draw_functions: Res<DrawFunctions<Transparent2d>>,
pipeline: Res<LineJointGizmoPipeline>,

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@ -283,7 +283,6 @@ type DrawLineJointGizmo3d = (
DrawLineJointGizmo,
);
#[allow(clippy::too_many_arguments)]
fn queue_line_gizmos_3d(
draw_functions: Res<DrawFunctions<Transparent3d>>,
pipeline: Res<LineGizmoPipeline>,
@ -398,7 +397,6 @@ fn queue_line_gizmos_3d(
}
}
#[allow(clippy::too_many_arguments)]
fn queue_line_joint_gizmos_3d(
draw_functions: Res<DrawFunctions<Transparent3d>>,
pipeline: Res<LineJointGizmoPipeline>,

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@ -1368,7 +1368,7 @@ fn warn_on_differing_texture_transforms(
}
/// Loads a glTF node.
#[allow(clippy::too_many_arguments, clippy::result_large_err)]
#[allow(clippy::result_large_err)]
fn load_node(
gltf_node: &Node,
world_builder: &mut WorldChildBuilder,

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@ -135,7 +135,6 @@ impl ClusterableObjectType {
}
// NOTE: Run this before update_point_light_frusta!
#[allow(clippy::too_many_arguments)]
pub(crate) fn assign_objects_to_clusters(
mut commands: Commands,
mut global_clusterable_objects: ResMut<GlobalVisibleClusterableObjects>,
@ -842,7 +841,6 @@ pub(crate) fn assign_objects_to_clusters(
}
}
#[allow(clippy::too_many_arguments)]
fn compute_aabb_for_cluster(
z_near: f32,
z_far: f32,

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@ -824,7 +824,6 @@ pub fn check_dir_light_mesh_visibility(
});
}
#[allow(clippy::too_many_arguments)]
pub fn check_point_light_mesh_visibility(
visible_point_lights: Query<&VisibleClusterableObjects>,
mut point_lights: Query<(

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@ -610,7 +610,6 @@ pub fn extract_mesh_materials<M: Material>(
/// For each view, iterates over all the meshes visible from that view and adds
/// them to [`BinnedRenderPhase`]s or [`SortedRenderPhase`]s as appropriate.
#[allow(clippy::too_many_arguments)]
pub fn queue_material_meshes<M: Material>(
(
opaque_draw_functions,

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@ -601,7 +601,6 @@ fn split_simplified_group_into_new_meshlets(
new_meshlets_count
}
#[allow(clippy::too_many_arguments)]
fn build_and_compress_per_meshlet_vertex_data(
meshlet: &meshopt_Meshlet,
meshlet_vertex_ids: &[u32],

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@ -81,7 +81,6 @@ impl InstanceManager {
}
}
#[allow(clippy::too_many_arguments)]
pub fn add_instance(
&mut self,
instance: MainEntity,

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@ -29,7 +29,6 @@ pub struct MeshletViewMaterialsMainOpaquePass(pub Vec<(u32, CachedRenderPipeline
/// Prepare [`Material`] pipelines for [`super::MeshletMesh`] entities for use in [`super::MeshletMainOpaquePass3dNode`],
/// and register the material with [`InstanceManager`].
#[allow(clippy::too_many_arguments)]
pub fn prepare_material_meshlet_meshes_main_opaque_pass<M: Material>(
resource_manager: ResMut<ResourceManager>,
mut instance_manager: ResMut<InstanceManager>,
@ -247,7 +246,6 @@ pub struct MeshletViewMaterialsDeferredGBufferPrepass(
/// Prepare [`Material`] pipelines for [`super::MeshletMesh`] entities for use in [`super::MeshletPrepassNode`],
/// and [`super::MeshletDeferredGBufferPrepassNode`] and register the material with [`InstanceManager`].
#[allow(clippy::too_many_arguments)]
pub fn prepare_material_meshlet_meshes_prepass<M: Material>(
resource_manager: ResMut<ResourceManager>,
mut instance_manager: ResMut<InstanceManager>,

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@ -574,7 +574,6 @@ pub fn prepare_meshlet_per_frame_resources(
}
}
#[allow(clippy::too_many_arguments)]
pub fn prepare_meshlet_view_bind_groups(
meshlet_mesh_manager: Res<MeshletMeshManager>,
resource_manager: Res<ResourceManager>,

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@ -358,7 +358,6 @@ fn fill_cluster_buffers_pass(
);
}
#[allow(clippy::too_many_arguments)]
fn cull_pass(
label: &'static str,
render_context: &mut RenderContext,
@ -405,7 +404,6 @@ fn cull_pass(
}
}
#[allow(clippy::too_many_arguments)]
fn raster_pass(
first_pass: bool,
render_context: &mut RenderContext,

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@ -755,7 +755,6 @@ pub fn prepare_prepass_view_bind_group<M: Material>(
}
}
#[allow(clippy::too_many_arguments)]
pub fn queue_prepass_material_meshes<M: Material>(
(
opaque_draw_functions,

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@ -206,7 +206,6 @@ impl FromWorld for ShadowSamplers {
}
}
#[allow(clippy::too_many_arguments)]
pub fn extract_lights(
mut commands: Commands,
point_light_shadow_map: Extract<Res<PointLightShadowMap>>,
@ -684,7 +683,6 @@ pub(crate) fn spot_light_clip_from_view(angle: f32, near_z: f32) -> Mat4 {
Mat4::perspective_infinite_reverse_rh(angle * 2.0, 1.0, near_z)
}
#[allow(clippy::too_many_arguments)]
pub fn prepare_lights(
mut commands: Commands,
mut texture_cache: ResMut<TextureCache>,
@ -1532,7 +1530,6 @@ fn despawn_entities(commands: &mut Commands, entities: Vec<Entity>) {
/// For each shadow cascade, iterates over all the meshes "visible" from it and
/// adds them to [`BinnedRenderPhase`]s or [`SortedRenderPhase`]s as
/// appropriate.
#[allow(clippy::too_many_arguments)]
pub fn queue_shadows<M: Material>(
shadow_draw_functions: Res<DrawFunctions<Shadow>>,
prepass_pipeline: Res<PrepassPipeline<M>>,

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@ -896,7 +896,6 @@ impl RenderMeshInstanceGpuQueue {
impl RenderMeshInstanceGpuBuilder {
/// Flushes this mesh instance to the [`RenderMeshInstanceGpu`] and
/// [`MeshInputUniform`] tables, replacing the existing entry if applicable.
#[allow(clippy::too_many_arguments)]
fn update(
mut self,
entity: MainEntity,
@ -1170,7 +1169,6 @@ pub fn extract_meshes_for_cpu_building(
///
/// This is the variant of the system that runs when we're using GPU
/// [`MeshUniform`] building.
#[allow(clippy::too_many_arguments)]
pub fn extract_meshes_for_gpu_building(
mut render_mesh_instances: ResMut<RenderMeshInstances>,
render_visibility_ranges: Res<RenderVisibilityRanges>,
@ -1351,7 +1349,6 @@ fn set_mesh_motion_vector_flags(
/// Creates the [`RenderMeshInstanceGpu`]s and [`MeshInputUniform`]s when GPU
/// mesh uniforms are built.
#[allow(clippy::too_many_arguments)]
pub fn collect_meshes_for_gpu_building(
render_mesh_instances: ResMut<RenderMeshInstances>,
batched_instance_buffers: ResMut<
@ -2411,7 +2408,6 @@ impl MeshBindGroupPair {
}
}
#[allow(clippy::too_many_arguments)]
pub fn prepare_mesh_bind_group(
meshes: Res<RenderAssets<RenderMesh>>,
mut groups: ResMut<MeshBindGroups>,

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@ -495,7 +495,6 @@ impl MeshLayouts {
}
/// Creates the bind group for meshes with skins and morph targets.
#[allow(clippy::too_many_arguments)]
pub fn morphed_skinned(
&self,
render_device: &RenderDevice,
@ -523,7 +522,6 @@ impl MeshLayouts {
/// [`MeshLayouts::morphed_motion`] above for more information about the
/// `current_skin`, `prev_skin`, `current_weights`, and `prev_weights`
/// buffers.
#[allow(clippy::too_many_arguments)]
pub fn morphed_skinned_motion(
&self,
render_device: &RenderDevice,

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@ -488,7 +488,6 @@ pub struct MeshViewBindGroup {
pub value: BindGroup,
}
#[allow(clippy::too_many_arguments)]
pub fn prepare_mesh_view_bind_groups(
mut commands: Commands,
render_device: Res<RenderDevice>,

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@ -607,7 +607,6 @@ impl SpecializedRenderPipeline for VolumetricFogPipeline {
}
/// Specializes volumetric fog pipelines for all views with that effect enabled.
#[allow(clippy::too_many_arguments)]
pub fn prepare_volumetric_fog_pipelines(
mut commands: Commands,
pipeline_cache: Res<PipelineCache>,

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@ -402,7 +402,6 @@ pub struct PickingEventWriters<'w> {
/// determined only by the pointer's *final position*. Since the hover state
/// ultimately determines which entities receive events, this may mean that an
/// entity can receive events from before or after it was actually hovered.
#[allow(clippy::too_many_arguments)]
pub fn pointer_events(
// Input
mut input_events: EventReader<PointerInput>,

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@ -68,7 +68,6 @@ impl Plugin for MeshPickingPlugin {
}
/// Casts rays into the scene using [`MeshPickingSettings`] and sends [`PointerHits`] events.
#[allow(clippy::too_many_arguments)]
pub fn update_hits(
backend_settings: Res<MeshPickingSettings>,
ray_map: Res<RayMap>,

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@ -897,10 +897,6 @@ impl NormalizedRenderTarget {
///
/// [`OrthographicProjection`]: crate::camera::OrthographicProjection
/// [`PerspectiveProjection`]: crate::camera::PerspectiveProjection
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn camera_system(
mut window_resized_events: EventReader<WindowResized>,
mut window_created_events: EventReader<WindowCreated>,

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@ -526,10 +526,6 @@ impl MeshAllocator {
}
/// A generic function that copies either vertex or index data into a slab.
#[expect(
clippy::too_many_arguments,
reason = "Used in systems to reduce the amount of code duplication"
)]
fn copy_element_data(
&mut self,
mesh_id: &AssetId<Mesh>,

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@ -251,10 +251,6 @@ fn extract_screenshots(
system_state.apply(&mut main_world);
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
fn prepare_screenshots(
targets: Res<RenderScreenshotTargets>,
mut prepared: ResMut<RenderScreenshotsPrepared>,
@ -579,10 +575,6 @@ pub(crate) fn submit_screenshot_commands(world: &World, encoder: &mut CommandEnc
}
}
#[expect(
clippy::too_many_arguments,
reason = "Used in systems to reduce the amount of code duplication"
)]
fn render_screenshot(
encoder: &mut CommandEncoder,
prepared: &RenderScreenshotsPrepared,

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@ -467,10 +467,6 @@ pub const fn tonemapping_pipeline_key(tonemapping: Tonemapping) -> Mesh2dPipelin
}
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn queue_material2d_meshes<M: Material2d>(
opaque_draw_functions: Res<DrawFunctions<Opaque2d>>,
alpha_mask_draw_functions: Res<DrawFunctions<AlphaMask2d>>,

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@ -717,10 +717,6 @@ pub struct Mesh2dViewBindGroup {
pub value: BindGroup,
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn prepare_mesh2d_view_bind_groups(
mut commands: Commands,
render_device: Res<RenderDevice>,

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@ -54,10 +54,6 @@ impl Plugin for SpritePickingPlugin {
}
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
fn sprite_picking(
pointers: Query<(&PointerId, &PointerLocation)>,
cameras: Query<(Entity, &Camera, &GlobalTransform, &Projection)>,

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@ -492,10 +492,6 @@ pub struct ImageBindGroups {
values: HashMap<AssetId<Image>, BindGroup>,
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn queue_sprites(
mut view_entities: Local<FixedBitSet>,
draw_functions: Res<DrawFunctions<Transparent2d>>,
@ -583,10 +579,6 @@ pub fn queue_sprites(
}
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn prepare_sprite_view_bind_groups(
mut commands: Commands,
render_device: Res<RenderDevice>,
@ -620,10 +612,6 @@ pub fn prepare_sprite_view_bind_groups(
}
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn prepare_sprite_image_bind_groups(
mut commands: Commands,
mut previous_len: Local<usize>,

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@ -80,7 +80,6 @@ impl TextPipeline {
/// Utilizes [`cosmic_text::Buffer`] to shape and layout text
///
/// Negative or 0.0 font sizes will not be laid out.
#[allow(clippy::too_many_arguments)]
pub fn update_buffer<'a>(
&mut self,
fonts: &Assets<Font>,
@ -207,7 +206,6 @@ impl TextPipeline {
///
/// Produces a [`TextLayoutInfo`], containing [`PositionedGlyph`]s
/// which contain information for rendering the text.
#[allow(clippy::too_many_arguments)]
pub fn queue_text<'a>(
&mut self,
layout_info: &mut TextLayoutInfo,
@ -341,7 +339,6 @@ impl TextPipeline {
///
/// Produces a [`TextMeasureInfo`] which can be used by a layout system
/// to measure the text area on demand.
#[allow(clippy::too_many_arguments)]
pub fn create_text_measure<'a>(
&mut self,
entity: Entity,

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@ -221,7 +221,6 @@ pub fn extract_text2d_sprite(
///
/// [`ResMut<Assets<Image>>`](Assets<Image>) -- This system only adds new [`Image`] assets.
/// It does not modify or observe existing ones.
#[allow(clippy::too_many_arguments)]
pub fn update_text2d_layout(
mut last_scale_factor: Local<f32>,
// Text items which should be reprocessed again, generally when the font hasn't loaded yet.

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@ -147,10 +147,6 @@ pub struct NodeQuery {
/// The system that sets Interaction for all UI elements based on the mouse cursor activity
///
/// Entities with a hidden [`ViewVisibility`] are always treated as released.
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn ui_focus_system(
mut state: Local<State>,
camera_query: Query<(Entity, &Camera)>,

View File

@ -96,10 +96,6 @@ struct CameraLayoutInfo {
}
/// Updates the UI's layout tree, computes the new layout geometry and then updates the sizes and transforms of all the UI nodes.
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn ui_layout_system(
mut commands: Commands,
mut buffers: Local<UiLayoutSystemBuffers>,

View File

@ -380,10 +380,6 @@ pub fn queue_shadows(
}
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn prepare_shadows(
mut commands: Commands,
render_device: Res<RenderDevice>,

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@ -835,10 +835,6 @@ pub struct ImageNodeBindGroups {
pub values: HashMap<AssetId<Image>, BindGroup>,
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn prepare_uinodes(
mut commands: Commands,
render_device: Res<RenderDevice>,

View File

@ -424,10 +424,6 @@ pub fn extract_ui_material_nodes<M: UiMaterial>(
}
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn prepare_uimaterial_nodes<M: UiMaterial>(
mut commands: Commands,
render_device: Res<RenderDevice>,
@ -608,10 +604,6 @@ impl<M: UiMaterial> RenderAsset for PreparedUiMaterial<M> {
}
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn queue_ui_material_nodes<M: UiMaterial>(
extracted_uinodes: Res<ExtractedUiMaterialNodes<M>>,
draw_functions: Res<DrawFunctions<TransparentUi>>,

View File

@ -377,10 +377,6 @@ pub fn queue_ui_slices(
}
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn prepare_ui_slices(
mut commands: Commands,
render_device: Res<RenderDevice>,

View File

@ -38,10 +38,6 @@ impl ChildBufferCache {
/// Create a list of root nodes from parentless entities and entities with a `GlobalZIndex` component.
/// Then build the `UiStack` from a walk of the existing layout trees starting from each root node,
/// filtering branches by `Without<GlobalZIndex>`so that we don't revisit nodes.
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn ui_stack_system(
mut cache: Local<ChildBufferCache>,
mut root_nodes: Local<Vec<(Entity, (i32, i32))>>,

View File

@ -188,10 +188,6 @@ impl Measure for TextMeasure {
}
}
#[expect(
clippy::too_many_arguments,
reason = "Used in measure_text_system to make the function body easier to read"
)]
#[inline]
fn create_text_measure<'a>(
entity: Entity,
@ -245,10 +241,6 @@ fn create_text_measure<'a>(
/// is only able to detect that a `Text` component has changed and will regenerate the `Measure` on
/// color changes. This can be expensive, particularly for large blocks of text, and the [`bypass_change_detection`](bevy_ecs::change_detection::DetectChangesMut::bypass_change_detection)
/// method should be called when only changing the `Text`'s colors.
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn measure_text_system(
mut scale_factors_buffer: Local<EntityHashMap<f32>>,
mut last_scale_factors: Local<EntityHashMap<f32>>,
@ -316,10 +308,6 @@ pub fn measure_text_system(
core::mem::swap(&mut *last_scale_factors, &mut *scale_factors_buffer);
}
#[expect(
clippy::too_many_arguments,
reason = "Used in text_system to make the function body easier to read"
)]
#[inline]
fn queue_text(
entity: Entity,
@ -391,10 +379,6 @@ fn queue_text(
///
/// [`ResMut<Assets<Image>>`](Assets<Image>) -- This system only adds new [`Image`] assets.
/// It does not modify or observe existing ones. The exception is when adding new glyphs to a [`bevy_text::FontAtlas`].
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn text_system(
mut textures: ResMut<Assets<Image>>,
fonts: Res<Assets<Font>>,

View File

@ -202,10 +202,6 @@ pub fn create_monitors(
});
}
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub(crate) fn despawn_windows(
closing: Query<Entity, With<ClosingWindow>>,
mut closed: RemovedComponents<Window>,

View File

@ -43,10 +43,6 @@ pub struct WinitWindows {
impl WinitWindows {
/// Creates a `winit` window and associates it with our entity.
#[expect(
clippy::too_many_arguments,
reason = "Could be rewritten with less arguments using a QueryData-implementing struct, but doesn't need to be."
)]
pub fn create_window(
&mut self,
event_loop: &ActiveEventLoop,

View File

@ -360,7 +360,6 @@ pub fn extract_colored_mesh2d(
}
/// Queue the 2d meshes marked with [`ColoredMesh2d`] using our custom pipeline and draw function
#[allow(clippy::too_many_arguments)]
pub fn queue_colored_mesh2d(
transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,

View File

@ -246,7 +246,6 @@ impl Default for ExampleState {
}
}
#[allow(clippy::too_many_arguments)]
fn example_control_system(
mut materials: ResMut<Assets<StandardMaterial>>,
controllable: Query<(&MeshMaterial3d<StandardMaterial>, &ExampleControls)>,

View File

@ -280,7 +280,6 @@ enum DefaultRenderMode {
ForwardPrepass,
}
#[allow(clippy::too_many_arguments)]
fn switch_mode(
mut text: Single<&mut Text>,
mut commands: Commands,

View File

@ -338,7 +338,6 @@ fn move_camera(
}
// Adjusts app settings per user input.
#[allow(clippy::too_many_arguments)]
fn adjust_app_settings(
mut commands: Commands,
keyboard_input: Res<ButtonInput<KeyCode>>,

View File

@ -380,7 +380,6 @@ impl Default for ExampleState {
}
}
#[allow(clippy::too_many_arguments)]
fn example_control_system(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,

View File

@ -99,7 +99,6 @@ Freecam Controls:
}
}
#[allow(clippy::too_many_arguments)]
fn run_camera_controller(
time: Res<Time>,
mut windows: Query<&mut Window>,

View File

@ -134,7 +134,6 @@ fn setup(
}
// Handle user inputs from the keyboard:
#[allow(clippy::too_many_arguments)]
fn handle_keypress(
mut commands: Commands,
keyboard: Res<ButtonInput<KeyCode>>,

View File

@ -413,7 +413,6 @@ fn setup(
}
// Handle user inputs from the keyboard:
#[allow(clippy::too_many_arguments)]
fn handle_keypress(
mut commands: Commands,
keyboard: Res<ButtonInput<KeyCode>>,
@ -546,7 +545,6 @@ fn handle_mouse(
}
}
#[allow(clippy::too_many_arguments)]
fn spawn_points(
mut commands: Commands,
mode: ResMut<SamplingMode>,

View File

@ -123,7 +123,6 @@ struct InstanceData {
color: [f32; 4],
}
#[allow(clippy::too_many_arguments)]
fn queue_custom(
transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
custom_pipeline: Res<CustomPipeline>,

View File

@ -261,7 +261,6 @@ impl SpecializedMeshPipeline for CustomMeshPipeline {
/// A render-world system that enqueues the entity with custom rendering into
/// the opaque render phases of each view.
#[allow(clippy::too_many_arguments)]
fn queue_custom_mesh_pipeline(
pipeline_cache: Res<PipelineCache>,
custom_mesh_pipeline: Res<CustomMeshPipeline>,

View File

@ -216,7 +216,6 @@ struct BirdResources {
#[derive(Component)]
struct StatsText;
#[allow(clippy::too_many_arguments)]
fn setup(
mut commands: Commands,
args: Res<Args>,
@ -323,7 +322,6 @@ fn setup(
commands.insert_resource(scheduled);
}
#[allow(clippy::too_many_arguments)]
fn mouse_handler(
mut commands: Commands,
args: Res<Args>,
@ -387,7 +385,6 @@ fn bird_velocity_transform(
const FIXED_DELTA_TIME: f32 = 1.0 / 60.0;
#[allow(clippy::too_many_arguments)]
fn spawn_birds(
commands: &mut Commands,
args: &Args,

View File

@ -247,7 +247,6 @@ fn setup_grid(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<
});
}
#[allow(clippy::too_many_arguments)]
fn spawn_button(
commands: &mut ChildBuilder,
background_color: Color,

View File

@ -32,7 +32,6 @@ impl Clips {
/// Automatically assign [`AnimationClip`]s to [`AnimationPlayer`] and play
/// them, if the clips refer to descendants of the animation player (which is
/// the common case).
#[allow(clippy::too_many_arguments)]
fn assign_clips(
mut players: Query<&mut AnimationPlayer>,
targets: Query<(Entity, &AnimationTarget)>,