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Fix intra-doc link warnings
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9 files changed

+16
-11
lines changed

9 files changed

+16
-11
lines changed

crates/bevy_asset/src/io/file/mod.rs

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@@ -52,7 +52,7 @@ impl FileAssetReader {
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/// Returns the base path of the assets directory, which is normally the executable's parent
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/// directory.
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///
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/// To change this, set [`AssetPlugin.file_path`].
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/// To change this, set [`AssetPlugin::file_path`][crate::AssetPlugin::file_path].
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pub fn get_base_path() -> PathBuf {
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get_base_path()
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}

crates/bevy_ecs/src/schedule/stepping.rs

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@@ -70,7 +70,7 @@ enum SystemIdentifier {
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Node(NodeId),
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}
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/// Updates to [`Stepping.schedule_states`] that will be applied at the start
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/// Updates to [`Stepping::schedule_states`] that will be applied at the start
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/// of the next render frame
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enum Update {
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/// Set the action stepping will perform for this render frame

crates/bevy_reflect/src/lib.rs

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@@ -516,8 +516,8 @@
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//!
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//! | Default | Dependencies |
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//! | :-----: | :-------------------------------: |
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//! | ✅ | [`bevy_reflect_derive/auto_register_inventory`] |
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//! | ❌ | [`bevy_reflect_derive/auto_register_static`] |
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//! | ✅ | `bevy_reflect_derive/auto_register_inventory` |
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//! | ❌ | `bevy_reflect_derive/auto_register_static` |
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//!
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//! These features enable automatic registration of types that derive [`Reflect`].
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//!

crates/bevy_render/src/mesh/allocator.rs

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@@ -44,7 +44,7 @@ pub struct MeshAllocatorPlugin;
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/// rebinding. This resource manages these buffers.
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///
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/// Within each slab, or hardware buffer, the underlying allocation algorithm is
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/// [`offset-allocator`], a Rust port of Sebastian Aaltonen's hard-real-time C++
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/// [`offset_allocator`], a Rust port of Sebastian Aaltonen's hard-real-time C++
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/// `OffsetAllocator`. Slabs start small and then grow as their contents fill
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/// up, up to a maximum size limit. To reduce fragmentation, vertex and index
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/// buffers that are too large bypass this system and receive their own buffers.

crates/bevy_ui/src/ui_node.rs

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@@ -2251,6 +2251,11 @@ pub struct CalculatedClip {
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#[derive(Component)]
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pub struct OverrideClip;
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#[expect(
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rustdoc::redundant_explicit_links,
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reason = "To go around the `<code>` limitations, we put the link twice so we're \
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sure it's recognized as a markdown link."
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)]
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/// Indicates that this [`Node`] entity's front-to-back ordering is not controlled solely
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/// by its location in the UI hierarchy. A node with a higher z-index will appear on top
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/// of sibling nodes with a lower z-index.
@@ -2259,7 +2264,8 @@ pub struct OverrideClip;
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/// appear in the UI hierarchy. In such a case, the last node to be added to its parent
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/// will appear in front of its siblings.
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///
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/// Nodes without this component will be treated as if they had a value of [`ZIndex(0)`].
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/// Nodes without this component will be treated as if they had a value of
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/// <code>[ZIndex][ZIndex]\(0\)</code>.
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///
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/// Use [`GlobalZIndex`] if you need to order separate UI hierarchies or nodes that are
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/// not siblings in a given UI hierarchy.

examples/2d/cpu_draw.rs

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@@ -1,7 +1,7 @@
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//! Example of how to draw to a texture from the CPU.
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//!
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//! You can set the values of individual pixels to whatever you want.
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//! Bevy provides user-friendly APIs that work with [`Color`](bevy::color::Color)
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//! Bevy provides user-friendly APIs that work with [`Color`]
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//! values and automatically perform any necessary conversions and encoding
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//! into the texture's native pixel format.
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examples/3d/order_independent_transparency.rs

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@@ -2,7 +2,7 @@
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//!
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//! See [`OrderIndependentTransparencyPlugin`] for the trade-offs of using OIT.
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//!
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//! [`OrderIndependentTransparencyPlugin`]: bevy::render::pipeline::OrderIndependentTransparencyPlugin
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//! [`OrderIndependentTransparencyPlugin`]: bevy::core_pipeline::oit::OrderIndependentTransparencyPlugin
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use bevy::{
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camera::visibility::RenderLayers,
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color::palettes::css::{BLUE, GREEN, RED},

examples/ecs/entity_disabling.rs

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@@ -5,7 +5,7 @@
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//!
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//! While disabling entities *will* make them invisible,
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//! that's not its primary purpose!
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//! [`Visibility`](bevy::prelude::Visibility) should be used to hide entities;
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//! [`Visibility`] should be used to hide entities;
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//! disabled entities are skipped entirely, which can lead to subtle bugs.
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//!
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//! # Default query filters

examples/ecs/fallible_params.rs

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@@ -2,7 +2,7 @@
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//! from running if their acquiry conditions aren't met.
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//!
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//! Fallible system parameters include:
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//! - [`Res<R>`], [`ResMut<R>`] - Resource has to exist, and the [`World::get_default_error_handler`] will be called if it doesn't.
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//! - [`Res<R>`], [`ResMut<R>`] - Resource has to exist, and the [`World::default_error_handler`] will be called if it doesn't.
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//! - [`Single<D, F>`] - There must be exactly one matching entity, but the system will be silently skipped otherwise.
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//! - [`Option<Single<D, F>>`] - There must be zero or one matching entity. The system will be silently skipped if there are more.
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//! - [`Populated<D, F>`] - There must be at least one matching entity, but the system will be silently skipped otherwise.
@@ -18,7 +18,6 @@
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//!
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//! [`SystemParamValidationError`]: bevy::ecs::system::SystemParamValidationError
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//! [`SystemParam::validate_param`]: bevy::ecs::system::SystemParam::validate_param
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//! [`default_error_handler`]: bevy::ecs::error::default_error_handler
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use bevy::ecs::error::warn;
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use bevy::prelude::*;

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