diff --git a/crates/bevy_asset/src/io/file/mod.rs b/crates/bevy_asset/src/io/file/mod.rs index 0ab9267fff679..0ab590cd797fc 100644 --- a/crates/bevy_asset/src/io/file/mod.rs +++ b/crates/bevy_asset/src/io/file/mod.rs @@ -52,7 +52,7 @@ impl FileAssetReader { /// Returns the base path of the assets directory, which is normally the executable's parent /// directory. /// - /// To change this, set [`AssetPlugin.file_path`]. + /// To change this, set [`AssetPlugin::file_path`][crate::AssetPlugin::file_path]. pub fn get_base_path() -> PathBuf { get_base_path() } diff --git a/crates/bevy_ecs/src/schedule/stepping.rs b/crates/bevy_ecs/src/schedule/stepping.rs index 72bdd752a9a32..23c373490138e 100644 --- a/crates/bevy_ecs/src/schedule/stepping.rs +++ b/crates/bevy_ecs/src/schedule/stepping.rs @@ -70,7 +70,7 @@ enum SystemIdentifier { Node(NodeId), } -/// Updates to [`Stepping.schedule_states`] that will be applied at the start +/// Updates to [`Stepping::schedule_states`] that will be applied at the start /// of the next render frame enum Update { /// Set the action stepping will perform for this render frame diff --git a/crates/bevy_reflect/src/lib.rs b/crates/bevy_reflect/src/lib.rs index 4e2592daaeb69..0358310067fb4 100644 --- a/crates/bevy_reflect/src/lib.rs +++ b/crates/bevy_reflect/src/lib.rs @@ -516,8 +516,8 @@ //! //! | Default | Dependencies | //! | :-----: | :-------------------------------: | -//! | ✅ | [`bevy_reflect_derive/auto_register_inventory`] | -//! | ❌ | [`bevy_reflect_derive/auto_register_static`] | +//! | ✅ | `bevy_reflect_derive/auto_register_inventory` | +//! | ❌ | `bevy_reflect_derive/auto_register_static` | //! //! These features enable automatic registration of types that derive [`Reflect`]. //! diff --git a/crates/bevy_render/src/mesh/allocator.rs b/crates/bevy_render/src/mesh/allocator.rs index d18c3c77cf2a3..f9a834add2649 100644 --- a/crates/bevy_render/src/mesh/allocator.rs +++ b/crates/bevy_render/src/mesh/allocator.rs @@ -44,7 +44,7 @@ pub struct MeshAllocatorPlugin; /// rebinding. This resource manages these buffers. /// /// Within each slab, or hardware buffer, the underlying allocation algorithm is -/// [`offset-allocator`], a Rust port of Sebastian Aaltonen's hard-real-time C++ +/// [`offset_allocator`], a Rust port of Sebastian Aaltonen's hard-real-time C++ /// `OffsetAllocator`. Slabs start small and then grow as their contents fill /// up, up to a maximum size limit. To reduce fragmentation, vertex and index /// buffers that are too large bypass this system and receive their own buffers. diff --git a/crates/bevy_ui/src/ui_node.rs b/crates/bevy_ui/src/ui_node.rs index 7c55265691233..18db2cc523e3a 100644 --- a/crates/bevy_ui/src/ui_node.rs +++ b/crates/bevy_ui/src/ui_node.rs @@ -2251,6 +2251,11 @@ pub struct CalculatedClip { #[derive(Component)] pub struct OverrideClip; +#[expect( + rustdoc::redundant_explicit_links, + reason = "To go around the `` limitations, we put the link twice so we're \ +sure it's recognized as a markdown link." +)] /// Indicates that this [`Node`] entity's front-to-back ordering is not controlled solely /// by its location in the UI hierarchy. A node with a higher z-index will appear on top /// of sibling nodes with a lower z-index. @@ -2259,7 +2264,8 @@ pub struct OverrideClip; /// appear in the UI hierarchy. In such a case, the last node to be added to its parent /// will appear in front of its siblings. /// -/// Nodes without this component will be treated as if they had a value of [`ZIndex(0)`]. +/// Nodes without this component will be treated as if they had a value of +/// [ZIndex][ZIndex]\(0\). /// /// Use [`GlobalZIndex`] if you need to order separate UI hierarchies or nodes that are /// not siblings in a given UI hierarchy. diff --git a/examples/2d/cpu_draw.rs b/examples/2d/cpu_draw.rs index 6834bf3024f52..2baf7d05b91a6 100644 --- a/examples/2d/cpu_draw.rs +++ b/examples/2d/cpu_draw.rs @@ -1,7 +1,7 @@ //! Example of how to draw to a texture from the CPU. //! //! You can set the values of individual pixels to whatever you want. -//! Bevy provides user-friendly APIs that work with [`Color`](bevy::color::Color) +//! Bevy provides user-friendly APIs that work with [`Color`] //! values and automatically perform any necessary conversions and encoding //! into the texture's native pixel format. diff --git a/examples/3d/order_independent_transparency.rs b/examples/3d/order_independent_transparency.rs index 5849bbb5d5119..c5d5f69cf2928 100644 --- a/examples/3d/order_independent_transparency.rs +++ b/examples/3d/order_independent_transparency.rs @@ -2,7 +2,7 @@ //! //! See [`OrderIndependentTransparencyPlugin`] for the trade-offs of using OIT. //! -//! [`OrderIndependentTransparencyPlugin`]: bevy::render::pipeline::OrderIndependentTransparencyPlugin +//! [`OrderIndependentTransparencyPlugin`]: bevy::core_pipeline::oit::OrderIndependentTransparencyPlugin use bevy::{ camera::visibility::RenderLayers, color::palettes::css::{BLUE, GREEN, RED}, diff --git a/examples/ecs/entity_disabling.rs b/examples/ecs/entity_disabling.rs index 3fc895cd09aac..338029b3fab78 100644 --- a/examples/ecs/entity_disabling.rs +++ b/examples/ecs/entity_disabling.rs @@ -5,7 +5,7 @@ //! //! While disabling entities *will* make them invisible, //! that's not its primary purpose! -//! [`Visibility`](bevy::prelude::Visibility) should be used to hide entities; +//! [`Visibility`] should be used to hide entities; //! disabled entities are skipped entirely, which can lead to subtle bugs. //! //! # Default query filters diff --git a/examples/ecs/fallible_params.rs b/examples/ecs/fallible_params.rs index 3825c16e658c2..d772668f63772 100644 --- a/examples/ecs/fallible_params.rs +++ b/examples/ecs/fallible_params.rs @@ -2,7 +2,7 @@ //! from running if their acquiry conditions aren't met. //! //! Fallible system parameters include: -//! - [`Res`], [`ResMut`] - Resource has to exist, and the [`World::get_default_error_handler`] will be called if it doesn't. +//! - [`Res`], [`ResMut`] - Resource has to exist, and the [`World::default_error_handler`] will be called if it doesn't. //! - [`Single`] - There must be exactly one matching entity, but the system will be silently skipped otherwise. //! - [`Option>`] - There must be zero or one matching entity. The system will be silently skipped if there are more. //! - [`Populated`] - There must be at least one matching entity, but the system will be silently skipped otherwise. @@ -18,7 +18,6 @@ //! //! [`SystemParamValidationError`]: bevy::ecs::system::SystemParamValidationError //! [`SystemParam::validate_param`]: bevy::ecs::system::SystemParam::validate_param -//! [`default_error_handler`]: bevy::ecs::error::default_error_handler use bevy::ecs::error::warn; use bevy::prelude::*;