Fix lints introduced in Rust beta 1.80 (#13899)
Resolves #13895 Mostly just involves being more explicit about which parts of the docs belong to a list and which begin a new paragraph. - found a few docs that were malformed because of exactly this, so I fixed that by introducing a paragraph - added indentation to nearly all multiline lists - fixed a few minor typos - added `#[allow(dead_code)]` to types that are needed to test annotations but are never constructed ([here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1514) and [here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1523)) - verified that `cargo +beta run -p ci -- lints` passes - verified that `cargo +beta run -p ci -- test` passes
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@ -1511,6 +1511,7 @@ mod tests {
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Empty,
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}
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#[allow(dead_code)]
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#[derive(Asset, TypePath)]
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pub struct StructTestAsset {
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#[dependency]
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@ -1519,6 +1520,7 @@ mod tests {
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embedded: TestAsset,
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}
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#[allow(dead_code)]
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#[derive(Asset, TypePath)]
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pub struct TupleTestAsset(#[dependency] Handle<TestAsset>);
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}
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@ -1098,6 +1098,7 @@ pub(crate) struct ProcessorAssetInfo {
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/// * when the processor is running in parallel with an app
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/// * when processing assets in parallel, the processor might read an asset's `process_dependencies` when processing new versions of those dependencies
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/// * this second scenario almost certainly isn't possible with the current implementation, but its worth protecting against
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///
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/// This lock defends against those scenarios by ensuring readers don't read while processed files are being written. And it ensures
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/// Because this lock is shared across meta and asset bytes, readers can ensure they don't read "old" versions of metadata with "new" asset data.
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pub(crate) file_transaction_lock: Arc<async_lock::RwLock<()>>,
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@ -32,6 +32,7 @@ pub struct AutoExposureCompensationCurve {
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/// Each value in the LUT is a `u8` representing a normalized exposure compensation value:
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/// * `0` maps to `min_compensation`
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/// * `255` maps to `max_compensation`
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///
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/// The position in the LUT corresponds to the normalized log luminance value.
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/// * `0` maps to `min_log_lum`
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/// * `LUT_SIZE - 1` maps to `max_log_lum`
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@ -67,6 +67,7 @@ pub struct AutoExposureSettings {
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/// The mask to apply when metering. The mask will cover the entire screen, where:
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/// * `(0.0, 0.0)` is the top-left corner,
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/// * `(1.0, 1.0)` is the bottom-right corner.
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///
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/// Only the red channel of the texture is used.
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/// The sample at the current screen position will be used to weight the contribution
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/// of each pixel to the histogram:
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@ -96,7 +96,7 @@ impl Drop for RenderAppChannels {
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/// main schedule can start sooner.
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/// - Then the `rendering schedule` is run. See [`RenderSet`](crate::RenderSet) for the standard steps in this process.
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/// - In parallel to the rendering thread the [`RenderExtractApp`] schedule runs. By
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/// default this schedule is empty. But it is useful if you need something to run before I/O processing.
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/// default, this schedule is empty. But it is useful if you need something to run before I/O processing.
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/// - Next all the `winit events` are processed.
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/// - And finally the `main app schedule` is run.
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/// - Once both the `main app schedule` and the `render schedule` are finished running, `extract` is run again.
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@ -216,7 +216,7 @@ impl Deref for BindGroup {
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/// Some less common scenarios will require "struct-level" attributes. These are the currently supported struct-level attributes:
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/// * `uniform(BINDING_INDEX, ConvertedShaderType)`
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/// * This also creates a [`Buffer`] using [`ShaderType`] and binds it as a uniform, much
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/// much like the field-level `uniform` attribute. The difference is that the entire [`AsBindGroup`] value is converted to `ConvertedShaderType`,
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/// like the field-level `uniform` attribute. The difference is that the entire [`AsBindGroup`] value is converted to `ConvertedShaderType`,
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/// which must implement [`ShaderType`], instead of a specific field implementing [`ShaderType`]. This is useful if more complicated conversion
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/// logic is required. The conversion is done using the [`AsBindGroupShaderType<ConvertedShaderType>`] trait, which is automatically implemented
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/// if `&Self` implements [`Into<ConvertedShaderType>`]. Only use [`AsBindGroupShaderType`] if access to resources like [`RenderAssets<GpuImage>`] is
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@ -28,8 +28,8 @@ impl TextureSlice {
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///
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/// * `stretch_value` - The slice will repeat when the ratio between the *drawing dimensions* of texture and the
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/// *original texture size* (rect) are above `stretch_value`.
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/// - `tile_x` - should the slice be tiled horizontally
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/// - `tile_y` - should the slice be tiled vertically
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/// * `tile_x` - should the slice be tiled horizontally
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/// * `tile_y` - should the slice be tiled vertically
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#[must_use]
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pub fn tiled(self, stretch_value: f32, (tile_x, tile_y): (bool, bool)) -> Vec<Self> {
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if !tile_x && !tile_y {
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@ -495,7 +495,7 @@ header_message = \"Examples (WebGL2)\"
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// and other characters that don't
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// work well in a URL path.
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let category_path = root_path.join(
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&to_show
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to_show
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.category
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.replace(['(', ')'], "")
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.replace(' ', "-")
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@ -521,7 +521,7 @@ weight = {}
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.unwrap();
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categories.insert(to_show.category.clone(), 0);
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}
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let example_path = category_path.join(&to_show.technical_name.replace('_', "-"));
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let example_path = category_path.join(to_show.technical_name.replace('_', "-"));
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let _ = fs::create_dir_all(&example_path);
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let code_path = example_path.join(Path::new(&to_show.path).file_name().unwrap());
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@ -675,7 +675,7 @@ header_message = \"Examples ({})\"
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let category_path = root_path.join(&to_build.category);
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let _ = fs::create_dir_all(&category_path);
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let example_path = category_path.join(&to_build.technical_name.replace('_', "-"));
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let example_path = category_path.join(to_build.technical_name.replace('_', "-"));
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let _ = fs::create_dir_all(&example_path);
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if website_hacks {
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@ -685,17 +685,17 @@ header_message = \"Examples ({})\"
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let _ = fs::rename(
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Path::new("examples/wasm/target/wasm_example.js"),
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&example_path.join("wasm_example.js"),
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example_path.join("wasm_example.js"),
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);
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if optimize_size {
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let _ = fs::rename(
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Path::new("examples/wasm/target/wasm_example_bg.wasm.optimized"),
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&example_path.join("wasm_example_bg.wasm"),
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example_path.join("wasm_example_bg.wasm"),
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);
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} else {
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let _ = fs::rename(
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Path::new("examples/wasm/target/wasm_example_bg.wasm"),
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&example_path.join("wasm_example_bg.wasm"),
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example_path.join("wasm_example_bg.wasm"),
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);
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}
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pb.inc();
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