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Deploy Docs - Build Docs step: Resolve most Warnings (#23343)
# Objective - Resolve most of the warnings in the Build Docs step of Deploy Docs, you can see them here: https://github.com/bevyengine/bevy/actions/runs/23021953246/job/66860356132 ## Solution - Resolve most of the warnings - The `doc_cfg` feature should only be enabled with `docsrs`, not `docsrs_dep` (I just followed this pattern from other crates tbh like `bevy_math` and `bevy_material`) - I unlinked example docs that references non public items within the example itself - I corrected some links Note: I didn’t fix the warnings concerning the macros in bevy-reflect for `tuple.rs` because I’m not macro savvy. If someone knows what to do in those cases (should I just remove the `$(#[$meta])*` lines cause they’re not in use?), just let me know and I can do it (or you can open a pull!) --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
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@@ -5,7 +5,8 @@
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reason = "rustdoc_internals is needed for fake_variadic"
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)
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)]
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#![cfg_attr(any(docsrs, docsrs_dep), feature(doc_cfg, rustdoc_internals))]
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#![cfg_attr(any(docsrs, docsrs_dep), feature(rustdoc_internals))]
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#![cfg_attr(docsrs, feature(doc_cfg))]
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#![forbid(unsafe_code)]
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#![doc(
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html_logo_url = "https://bevy.org/assets/icon.png",
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@@ -6,7 +6,8 @@
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reason = "rustdoc_internals is needed for fake_variadic"
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)
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)]
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#![cfg_attr(any(docsrs, docsrs_dep), feature(doc_cfg, rustdoc_internals))]
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#![cfg_attr(any(docsrs, docsrs_dep), feature(rustdoc_internals))]
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#![cfg_attr(docsrs, feature(doc_cfg))]
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#![expect(unsafe_code, reason = "Unsafe code is used to improve performance.")]
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#![doc(
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html_logo_url = "https://bevy.org/assets/icon.png",
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@@ -5,7 +5,8 @@
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reason = "rustdoc_internals is needed for fake_variadic"
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)
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)]
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#![cfg_attr(any(docsrs, docsrs_dep), feature(doc_cfg, rustdoc_internals))]
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#![cfg_attr(any(docsrs, docsrs_dep), feature(rustdoc_internals))]
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#![cfg_attr(docsrs, feature(doc_cfg))]
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#![doc(
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html_logo_url = "https://bevy.org/assets/icon.png",
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html_favicon_url = "https://bevy.org/assets/icon.png"
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@@ -20,7 +20,8 @@
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reason = "rustdoc_internals is needed for fake_variadic"
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)
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)]
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#![cfg_attr(any(docsrs, docsrs_dep), feature(doc_cfg, rustdoc_internals))]
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#![cfg_attr(any(docsrs, docsrs_dep), feature(rustdoc_internals))]
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#![cfg_attr(docsrs, feature(doc_cfg))]
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#![doc(
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html_logo_url = "https://bevy.org/assets/icon.png",
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html_favicon_url = "https://bevy.org/assets/icon.png"
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@@ -3,7 +3,7 @@
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//! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include vertex color.
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//! Check out the "mesh2d" example for simpler / higher level 2d meshes.
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//!
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//! [`Material2d`]: bevy::sprite::Material2d
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//! [`Material2d`]: bevy::sprite_render::Material2d
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use bevy::{
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asset::RenderAssetUsages,
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@@ -6,9 +6,9 @@
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//! Inside the `custom_layer` function we will create a [`mpsc::Sender`] and a [`mpsc::Receiver`] from a
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//! [`mpsc::channel`]. The [`Sender`](mpsc::Sender) will go into the `AdvancedLayer` and the [`Receiver`](mpsc::Receiver) will
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//! go into a non-send resource called `LogEvents` (It has to be non-send because [`Receiver`](mpsc::Receiver) is [`!Sync`](Sync)).
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//! From there we will use [`transfer_log_messages`] to transfer log messages from [`CapturedLogMessages`] to an ECS message called [`LogMessage`].
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//! From there we will use `transfer_log_messages` to transfer log messages from `CapturedLogMessages` to an ECS message called `LogMessage`.
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//!
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//! Finally, after all that we can access the [`LogMessage`] message from our systems and use it.
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//! Finally, after all that we can access the `LogMessage` message from our systems and use it.
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//! In this example we build a simple log viewer.
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use std::sync::mpsc;
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@@ -5,10 +5,10 @@
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//!
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//! We can define a custom relationship by creating two components:
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//! one to store the relationship itself, and another to keep track of the reverse relationship.
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//! Bevy's [`ChildOf`] component implements the [`Relationship`] trait, serving as the source of truth,
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//! Bevy's [`ChildOf`] component implements the [`Relationship`](bevy::ecs::relationship::Relationship) trait, serving as the source of truth,
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//! while the [`Children`] component implements the [`RelationshipTarget`] trait and is used to accelerate traversals down the hierarchy.
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//!
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//! In this example we're creating a [`Targeting`]/[`TargetedBy`] relationship,
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//! In this example we're creating a `Targeting`/`TargetedBy` relationship,
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//! demonstrating how you might model units which target a single unit in combat.
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use bevy::ecs::entity::EntityHashSet;
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@@ -1,8 +1,8 @@
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//! Demonstrates how to define and use specialized mesh pipeline
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//!
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//! This example shows how to use the built-in [`SpecializedMeshPipeline`]
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//! functionality with a custom [`RenderCommand`] to allow custom mesh rendering with
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//! more flexibility than the material api.
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//! functionality with a custom [`RenderCommand`](bevy::render::render_phase::RenderCommand)
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//! to allow custom mesh rendering with more flexibility than the material api.
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//!
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//! [`SpecializedMeshPipeline`] let's you customize the entire pipeline used when rendering a mesh.
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@@ -10,10 +10,10 @@
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//! In addition, we want to enable a "tutorial" mode, which will involve its own state that is toggled in the main menu.
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//! This will display instructions about movement and turbo mode when in game and unpaused, and instructions on how to unpause when paused.
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//!
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//! To implement this, we will create 2 root-level states: [`AppState`] and [`TutorialState`].
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//! We will then create some computed states that derive from [`AppState`]: [`InGame`] and [`TurboMode`] are marker states implemented
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//! as Zero-Sized Structs (ZSTs), while [`IsPaused`] is an enum with 2 distinct states.
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//! And lastly, we'll add [`Tutorial`], a computed state deriving from [`TutorialState`], [`InGame`] and [`IsPaused`], with 2 distinct
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//! To implement this, we will create 2 root-level states: `AppState` and `TutorialState`.
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//! We will then create some computed states that derive from `AppState`: `InGame` and `TurboMode` are marker states implemented
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//! as Zero-Sized Structs (ZSTs), while `IsPaused` is an enum with 2 distinct states.
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//! And lastly, we'll add `Tutorial`, a computed state deriving from `TutorialState`, `InGame` and `IsPaused`, with 2 distinct
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//! states to display the 2 tutorial texts.
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use bevy::{dev_tools::states::*, input::keyboard::Key, prelude::*};
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//! from a given camera's view, which entities are visible, and when
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//! that change happens during an entity's Aabb interaction with a camera's Frustum.
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//!
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//! This example contains a scene with a camera [`MyCamera`] that has its
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//! This example contains a scene with a camera `MyCamera` that has its
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//! [`Frustum`](bevy::camera::primitives::Frustum) gizmo visible.
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//! A collection of [`MyShape`]s, with their individual
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//! A collection of `MyShape`s, with their individual
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//! [`Aabb`](bevy::camera::primitives::Aabb) gizmos visible, periodically move in and
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//! out of the camera's frustum. The [`Aabb`](bevy::camera::primitives::Aabb)
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//! gizmos are colored red when they have been culled from [`MyCamera`]'s view.
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//! gizmos are colored red when they have been culled from `MyCamera`'s view.
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//! The gizmos change color to green when the shape is considered visible by the
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//! camera and would be extracted for rendering.
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//!
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//! A second active camera, controllable via the [`FreeCameraPlugin`], is used to observe the scene.
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//! This second camera's view occupies most of the window. [`MyCamera`]'s view is visible in the
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//! This second camera's view occupies most of the window. `MyCamera`'s view is visible in the
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//! bottom right ninth of the screen.
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use bevy::{
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