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Fix intra-doc link warnings
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GuillaumeGomez committed Nov 8, 2023
1 parent 4852fc7 commit 41c6c4a
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2 changes: 2 additions & 0 deletions examples/2d/mesh2d.rs
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//! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
//!
//! [`Quad`]: bevy::prelude::shape::Quad
use bevy::{prelude::*, sprite::MaterialMesh2dBundle};

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3 changes: 3 additions & 0 deletions examples/2d/mesh2d_manual.rs
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//! pipeline for 2d meshes.
//! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include vertex color.
//! Check out the "mesh2d" example for simpler / higher level 2d meshes.
//!
//! [`Material2d`]: bevy::sprite::Material2d
#![allow(clippy::type_complexity)]

use bevy::{
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2 changes: 2 additions & 0 deletions examples/2d/mesh2d_vertex_color_texture.rs
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//! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
//! Adds a texture and colored vertices, giving per-vertex tinting.
//!
//! [`Quad`]: bevy::prelude::shape::Quad
use bevy::{
prelude::*,
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6 changes: 3 additions & 3 deletions examples/animation/morph_targets.rs
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//! Illustrates:
//!
//! - How to access and modify individual morph target weights.
//! See the [`update_weights`] system for details.
//! - How to read morph target names in [`name_morphs`].
//! - How to play morph target animations in [`setup_animations`].
//! See the `update_weights` system for details.
//! - How to read morph target names in `name_morphs`.
//! - How to play morph target animations in `setup_animations`.
use bevy::prelude::*;
use std::f32::consts::PI;
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2 changes: 2 additions & 0 deletions examples/app/headless.rs
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//! You can also completely remove rendering / windowing Plugin code from bevy
//! by making your import look like this in your Cargo.toml.
//!
//! ```toml
//! [dependencies]
//! bevy = { version = "*", default-features = false }
//! # replace "*" with the most recent version of bevy
//! ```
use bevy::{app::ScheduleRunnerPlugin, prelude::*, utils::Duration};

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6 changes: 3 additions & 3 deletions examples/ecs/one_shot_systems.rs
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//! reducing the overhead of running extremely rarely run systems
//! and improving schedule flexibility.
//!
//! See the [`World::run_system`](bevy::ecs::World::run_system) or
//! [`World::run_system_once`](bevy::ecs::World::run_system_once) docs for more
//! details.
//! See the [`World::run_system`](bevy::ecs::prelude::World::run_system) or
//! [`World::run_system_once`](bevy::ecs::prelude::World#method.run_system_once_with)
//! docs for more details.
use bevy::{
ecs::system::{RunSystemOnce, SystemId},
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2 changes: 1 addition & 1 deletion examples/ui/ui_scaling.rs
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//! This example illustrates the [`UIScale`] resource from `bevy_ui`.
//! This example illustrates the [`UiScale`] resource from `bevy_ui`.
use bevy::{prelude::*, text::TextSettings, utils::Duration};

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