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Fine-tune camera scheduling in the shooter-like demo #239

Fine-tune camera scheduling in the shooter-like demo

Fine-tune camera scheduling in the shooter-like demo #239

GitHub Actions / clippy succeeded Apr 28, 2024 in 2s

clippy

122 warnings

Details

Results

Message level Amount
Internal compiler error 0
Error 0
Warning 122
Note 0
Help 0

Versions

  • rustc 1.77.2 (25ef9e3d8 2024-04-09)
  • cargo 1.77.2 (e52e36006 2024-03-26)
  • clippy 0.1.77 (25ef9e3 2024-04-09)

Annotations

Check warning on line 353 in demos/src/bin/shooter_like.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

returning the result of a `let` binding from a block

warning: returning the result of a `let` binding from a block
   --> demos/src/bin/shooter_like.rs:353:9
    |
236 | /         let command_altering_selectors = CommandAlteringSelectors::default()
237 | |             // By default Tnua uses a raycast, but this could be a problem if the character stands
238 | |             // just past the edge while part of its body is above the platform. To solve this, we
239 | |             // need to cast a shape - which is physics-engine specific. We set the shape using a
...   |
333 | |                 },
334 | |             );
    | |______________- unnecessary `let` binding
...
353 |           command_altering_selectors
    |           ^^^^^^^^^^^^^^^^^^^^^^^^^^
    |
    = help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#let_and_return
    = note: `#[warn(clippy::let_and_return)]` on by default
help: return the expression directly
    |
236 ~         
237 |         #[cfg(feature = "rapier3d")]
  ...
254 |         );
255 ~         CommandAlteringSelectors::default()
256 +             // By default Tnua uses a raycast, but this could be a problem if the character stands
257 +             // just past the edge while part of its body is above the platform. To solve this, we
258 +             // need to cast a shape - which is physics-engine specific. We set the shape using a
259 +             // component.
260 +             .with_combo(
261 +                 "Sensor Shape",
262 +                 1,
263 +                 &[
264 +                     ("no", |mut cmd| {
265 +                         #[cfg(feature = "rapier3d")]
266 +                         cmd.remove::<TnuaRapier3dSensorShape>();
267 +                         #[cfg(feature = "xpbd3d")]
268 +                         cmd.remove::<TnuaXpbd3dSensorShape>();
269 +                     }),
270 +                     ("flat (underfit)", |mut cmd| {
271 +                         #[cfg(feature = "rapier3d")]
272 +                         cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
273 +                             0.0, 0.49,
274 +                         )));
275 +                         #[cfg(feature = "xpbd3d")]
276 +                         cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.49)));
277 +                     }),
278 +                     ("flat (exact)", |mut cmd| {
279 +                         #[cfg(feature = "rapier3d")]
280 +                         cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
281 +                             0.0, 0.5,
282 +                         )));
283 +                         #[cfg(feature = "xpbd3d")]
284 +                         cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.5)));
285 +                     }),
286 +                     ("flat (overfit)", |mut cmd| {
287 +                         #[cfg(feature = "rapier3d")]
288 +                         cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
289 +                             0.0, 0.51,
290 +                         )));
291 +                         #[cfg(feature = "xpbd3d")]
292 +                         cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.51)));
293 +                     }),
294 +                     ("ball (underfit)", |mut cmd| {
295 +                         #[cfg(feature = "rapier3d")]
296 +                         cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::ball(0.49)));
297 +                         #[cfg(feature = "xpbd3d")]
298 +                         cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::sphere(0.49)));
299 +                     }),
300 +                     ("ball (exact)", |mut cmd| {
301 +                         #[cfg(feature = "rapier3d")]
302 +                         cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::ball(0.5)));
303 +                         #[cfg(feature = "xpbd3d")]
304 +                         cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::sphere(0.5)));
305 +                     }),
306 +                 ],
307 +             )
308 +             .with_checkbox("Lock Tilt", true, |mut cmd, lock_tilt| {
309 +                 // Tnua will automatically apply angular impulses/forces to fix the tilt and make
310 +                 // the character stand upward, but it is also possible to just let the physics
311 +                 // engine prevent rotation (other than around the Y axis, for turning)
312 +                 if lock_tilt {
313 +                     #[cfg(feature = "rapier3d")]
314 +                     cmd.insert(
315 +                         rapier::LockedAxes::ROTATION_LOCKED_X
316 +                             | rapier::LockedAxes::ROTATION_LOCKED_Z,
317 +                     );
318 +                     #[cfg(feature = "xpbd3d")]
319 +                     cmd.insert(xpbd::LockedAxes::new().lock_rotation_x().lock_rotation_z());
320 +                 } else {
321 +                     #[cfg(feature = "rapier3d")]
322 +                     cmd.insert(rapier::LockedAxes::empty());
323 +                     #[cfg(feature = "xpbd3d")]
324 +                     cmd.insert(xpbd::LockedAxes::new());
325 +                 }
326 +             })
327 +             .with_checkbox(
328 +                 "Phase Through Collision Groups",
329 +                 true,
330 +                 |mut cmd, use_collision_groups| {
331 +                     #[cfg(feature = "rapier3d")]
332 +                     if use_collision_groups {
333 +                         cmd.insert(CollisionGroups {
334 +                             memberships: Group::GROUP_2,
335 +                             filters: Group::GROUP_2,
336 +                         });
337 +                     } else {
338 +                         cmd.insert(CollisionGroups {
339 +                             memberships: Group::ALL,
340 +                             filters: Group::ALL,
341 +                         });
342 +                     }
343 +                     #[cfg(feature = "xpbd3d")]
344 +                     {
345 +                         let player_layers: LayerMask = if use_collision_groups {
346 +                             [LayerNames::Player].into()
347 +                         } else {
348 +                             [LayerNames::Player, LayerNames::PhaseThrough].into()
349 +                         };
350 +                         cmd.insert(CollisionLayers::new(player_layers, player_layers));
351 +                     }
352 +                 },
353 +             )
    |

Check warning on line 339 in demos/src/bin/platformer_3d.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

returning the result of a `let` binding from a block

warning: returning the result of a `let` binding from a block
   --> demos/src/bin/platformer_3d.rs:339:9
    |
222 | /         let command_altering_selectors = CommandAlteringSelectors::default()
223 | |             // By default Tnua uses a raycast, but this could be a problem if the character stands
224 | |             // just past the edge while part of its body is above the platform. To solve this, we
225 | |             // need to cast a shape - which is physics-engine specific. We set the shape using a
...   |
319 | |                 },
320 | |             );
    | |______________- unnecessary `let` binding
...
339 |           command_altering_selectors
    |           ^^^^^^^^^^^^^^^^^^^^^^^^^^
    |
    = help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#let_and_return
    = note: `#[warn(clippy::let_and_return)]` on by default
help: return the expression directly
    |
222 ~         
223 |         #[cfg(feature = "rapier3d")]
  ...
240 |         );
241 ~         CommandAlteringSelectors::default()
242 +             // By default Tnua uses a raycast, but this could be a problem if the character stands
243 +             // just past the edge while part of its body is above the platform. To solve this, we
244 +             // need to cast a shape - which is physics-engine specific. We set the shape using a
245 +             // component.
246 +             .with_combo(
247 +                 "Sensor Shape",
248 +                 1,
249 +                 &[
250 +                     ("no", |mut cmd| {
251 +                         #[cfg(feature = "rapier3d")]
252 +                         cmd.remove::<TnuaRapier3dSensorShape>();
253 +                         #[cfg(feature = "xpbd3d")]
254 +                         cmd.remove::<TnuaXpbd3dSensorShape>();
255 +                     }),
256 +                     ("flat (underfit)", |mut cmd| {
257 +                         #[cfg(feature = "rapier3d")]
258 +                         cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
259 +                             0.0, 0.49,
260 +                         )));
261 +                         #[cfg(feature = "xpbd3d")]
262 +                         cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.49)));
263 +                     }),
264 +                     ("flat (exact)", |mut cmd| {
265 +                         #[cfg(feature = "rapier3d")]
266 +                         cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
267 +                             0.0, 0.5,
268 +                         )));
269 +                         #[cfg(feature = "xpbd3d")]
270 +                         cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.5)));
271 +                     }),
272 +                     ("flat (overfit)", |mut cmd| {
273 +                         #[cfg(feature = "rapier3d")]
274 +                         cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::cylinder(
275 +                             0.0, 0.51,
276 +                         )));
277 +                         #[cfg(feature = "xpbd3d")]
278 +                         cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::cylinder(0.0, 0.51)));
279 +                     }),
280 +                     ("ball (underfit)", |mut cmd| {
281 +                         #[cfg(feature = "rapier3d")]
282 +                         cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::ball(0.49)));
283 +                         #[cfg(feature = "xpbd3d")]
284 +                         cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::sphere(0.49)));
285 +                     }),
286 +                     ("ball (exact)", |mut cmd| {
287 +                         #[cfg(feature = "rapier3d")]
288 +                         cmd.insert(TnuaRapier3dSensorShape(rapier::Collider::ball(0.5)));
289 +                         #[cfg(feature = "xpbd3d")]
290 +                         cmd.insert(TnuaXpbd3dSensorShape(xpbd::Collider::sphere(0.5)));
291 +                     }),
292 +                 ],
293 +             )
294 +             .with_checkbox("Lock Tilt", true, |mut cmd, lock_tilt| {
295 +                 // Tnua will automatically apply angular impulses/forces to fix the tilt and make
296 +                 // the character stand upward, but it is also possible to just let the physics
297 +                 // engine prevent rotation (other than around the Y axis, for turning)
298 +                 if lock_tilt {
299 +                     #[cfg(feature = "rapier3d")]
300 +                     cmd.insert(
301 +                         rapier::LockedAxes::ROTATION_LOCKED_X
302 +                             | rapier::LockedAxes::ROTATION_LOCKED_Z,
303 +                     );
304 +                     #[cfg(feature = "xpbd3d")]
305 +                     cmd.insert(xpbd::LockedAxes::new().lock_rotation_x().lock_rotation_z());
306 +                 } else {
307 +                     #[cfg(feature = "rapier3d")]
308 +                     cmd.insert(rapier::LockedAxes::empty());
309 +                     #[cfg(feature = "xpbd3d")]
310 +                     cmd.insert(xpbd::LockedAxes::new());
311 +                 }
312 +             })
313 +             .with_checkbox(
314 +                 "Phase Through Collision Groups",
315 +                 true,
316 +                 |mut cmd, use_collision_groups| {
317 +                     #[cfg(feature = "rapier3d")]
318 +                     if use_collision_groups {
319 +                         cmd.insert(CollisionGroups {
320 +                             memberships: Group::GROUP_2,
321 +                             filters: Group::GROUP_2,
322 +                         });
323 +                     } else {
324 +                         cmd.insert(CollisionGroups {
325 +                             memberships: Group::ALL,
326 +                             filters: Group::ALL,
327 +                         });
328 +                     }
329 +                     #[cfg(feature = "xpbd3d")]
330 +                     {
331 +                         let player_layers: LayerMask = if use_collision_groups {
332 +                             [LayerNames::Player].into()
333 +                         } else {
334 +                             [LayerNames::Player, LayerNames::PhaseThrough].into()
335 +                         };
336 +                         cmd.insert(CollisionLayers::new(player_layers, player_layers));
337 +                     }
338 +                 },
339 +             )
    |

Check warning on line 315 in demos/src/bin/platformer_2d.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

returning the result of a `let` binding from a block

warning: returning the result of a `let` binding from a block
   --> demos/src/bin/platformer_2d.rs:315:9
    |
205 | /         let command_altering_selectors = CommandAlteringSelectors::default()
206 | |             // By default Tnua uses a raycast, but this could be a problem if the character stands
207 | |             // just past the edge while part of its body is above the platform. To solve this, we
208 | |             // need to cast a shape - which is physics-engine specific. We set the shape using a
...   |
293 | |                 },
294 | |             );
    | |______________- unnecessary `let` binding
...
315 |           command_altering_selectors
    |           ^^^^^^^^^^^^^^^^^^^^^^^^^^
    |
    = help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#let_and_return
    = note: `#[warn(clippy::let_and_return)]` on by default
help: return the expression directly
    |
205 ~         
206 |         #[cfg(feature = "rapier2d")]
  ...
225 |         );
226 ~         CommandAlteringSelectors::default()
227 +             // By default Tnua uses a raycast, but this could be a problem if the character stands
228 +             // just past the edge while part of its body is above the platform. To solve this, we
229 +             // need to cast a shape - which is physics-engine specific. We set the shape using a
230 +             // component.
231 +             .with_combo(
232 +                 "Sensor Shape",
233 +                 1,
234 +                 &[
235 +                     ("Point", |mut cmd| {
236 +                         #[cfg(feature = "rapier2d")]
237 +                         cmd.remove::<TnuaRapier2dSensorShape>();
238 +                         #[cfg(feature = "xpbd2d")]
239 +                         cmd.remove::<TnuaXpbd2dSensorShape>();
240 +                     }),
241 +                     ("Flat (underfit)", |mut cmd| {
242 +                         #[cfg(feature = "rapier2d")]
243 +                         cmd.insert(TnuaRapier2dSensorShape(rapier::Collider::cuboid(0.49, 0.0)));
244 +                         #[cfg(feature = "xpbd2d")]
245 +                         cmd.insert(TnuaXpbd2dSensorShape(xpbd::Collider::rectangle(0.99, 0.0)));
246 +                     }),
247 +                     ("Flat (exact)", |mut cmd| {
248 +                         #[cfg(feature = "rapier2d")]
249 +                         cmd.insert(TnuaRapier2dSensorShape(rapier::Collider::cuboid(0.5, 0.0)));
250 +                         #[cfg(feature = "xpbd2d")]
251 +                         cmd.insert(TnuaXpbd2dSensorShape(xpbd::Collider::rectangle(1.0, 0.0)));
252 +                     }),
253 +                     ("flat (overfit)", |mut cmd| {
254 +                         #[cfg(feature = "rapier2d")]
255 +                         cmd.insert(TnuaRapier2dSensorShape(rapier::Collider::cuboid(0.51, 0.0)));
256 +                         #[cfg(feature = "xpbd2d")]
257 +                         cmd.insert(TnuaXpbd2dSensorShape(xpbd::Collider::rectangle(1.01, 0.0)));
258 +                     }),
259 +                     ("Ball (underfit)", |mut cmd| {
260 +                         #[cfg(feature = "rapier2d")]
261 +                         cmd.insert(TnuaRapier2dSensorShape(rapier::Collider::ball(0.49)));
262 +                         #[cfg(feature = "xpbd2d")]
263 +                         cmd.insert(TnuaXpbd2dSensorShape(xpbd::Collider::circle(0.49)));
264 +                     }),
265 +                     ("Ball (exact)", |mut cmd| {
266 +                         #[cfg(feature = "rapier2d")]
267 +                         cmd.insert(TnuaRapier2dSensorShape(rapier::Collider::ball(0.5)));
268 +                         #[cfg(feature = "xpbd2d")]
269 +                         cmd.insert(TnuaXpbd2dSensorShape(xpbd::Collider::circle(0.5)));
270 +                     }),
271 +                 ],
272 +             )
273 +             .with_checkbox("Lock Tilt", false, |mut cmd, lock_tilt| {
274 +                 // Tnua will automatically apply angular impulses/forces to fix the tilt and make
275 +                 // the character stand upward, but it is also possible to just let the physics
276 +                 // engine prevent rotation (other than around the Y axis, for turning)
277 +                 if lock_tilt {
278 +                     #[cfg(feature = "rapier2d")]
279 +                     cmd.insert(rapier::LockedAxes::ROTATION_LOCKED);
280 +                     #[cfg(feature = "xpbd2d")]
281 +                     cmd.insert(xpbd::LockedAxes::new().lock_rotation());
282 +                 } else {
283 +                     #[cfg(feature = "rapier2d")]
284 +                     cmd.insert(rapier::LockedAxes::empty());
285 +                     #[cfg(feature = "xpbd2d")]
286 +                     cmd.insert(xpbd::LockedAxes::new());
287 +                 }
288 +             })
289 +             .with_checkbox(
290 +                 "Phase Through Collision Groups",
291 +                 true,
292 +                 |mut cmd, use_collision_groups| {
293 +                     #[cfg(feature = "rapier2d")]
294 +                     if use_collision_groups {
295 +                         cmd.insert(CollisionGroups {
296 +                             memberships: Group::GROUP_2,
297 +                             filters: Group::GROUP_2,
298 +                         });
299 +                     } else {
300 +                         cmd.insert(CollisionGroups {
301 +                             memberships: Group::ALL,
302 +                             filters: Group::ALL,
303 +                         });
304 +                     }
305 +                     #[cfg(feature = "xpbd2d")]
306 +                     {
307 +                         let player_layers: LayerMask = if use_collision_groups {
308 +                             [LayerNames::Player].into()
309 +                         } else {
310 +                             [LayerNames::Player, LayerNames::PhaseThrough].into()
311 +                         };
312 +                         cmd.insert(CollisionLayers::new(player_layers, player_layers));
313 +                     }
314 +                 },
315 +             )
    |

Check warning on line 271 in demos/src/bin/platformer_2d.rs

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@github-actions github-actions / clippy

variable does not need to be mutable

warning: variable does not need to be mutable
   --> demos/src/bin/platformer_2d.rs:271:18
    |
271 |                 |mut cmd, use_collision_groups| {
    |                  ----^^^
    |                  |
    |                  help: remove this `mut`

Check warning on line 252 in demos/src/bin/platformer_2d.rs

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@github-actions github-actions / clippy

variable does not need to be mutable

warning: variable does not need to be mutable
   --> demos/src/bin/platformer_2d.rs:252:49
    |
252 |             .with_checkbox("Lock Tilt", false, |mut cmd, lock_tilt| {
    |                                                 ----^^^
    |                                                 |
    |                                                 help: remove this `mut`

Check warning on line 244 in demos/src/bin/platformer_2d.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

variable does not need to be mutable

warning: variable does not need to be mutable
   --> demos/src/bin/platformer_2d.rs:244:39
    |
244 |                     ("Ball (exact)", |mut cmd| {
    |                                       ----^^^
    |                                       |
    |                                       help: remove this `mut`

Check warning on line 238 in demos/src/bin/platformer_2d.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

variable does not need to be mutable

warning: variable does not need to be mutable
   --> demos/src/bin/platformer_2d.rs:238:42
    |
238 |                     ("Ball (underfit)", |mut cmd| {
    |                                          ----^^^
    |                                          |
    |                                          help: remove this `mut`

Check warning on line 232 in demos/src/bin/platformer_2d.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

variable does not need to be mutable

warning: variable does not need to be mutable
   --> demos/src/bin/platformer_2d.rs:232:41
    |
232 |                     ("flat (overfit)", |mut cmd| {
    |                                         ----^^^
    |                                         |
    |                                         help: remove this `mut`

Check warning on line 226 in demos/src/bin/platformer_2d.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

variable does not need to be mutable

warning: variable does not need to be mutable
   --> demos/src/bin/platformer_2d.rs:226:39
    |
226 |                     ("Flat (exact)", |mut cmd| {
    |                                       ----^^^
    |                                       |
    |                                       help: remove this `mut`

Check warning on line 220 in demos/src/bin/platformer_2d.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

variable does not need to be mutable

warning: variable does not need to be mutable
   --> demos/src/bin/platformer_2d.rs:220:42
    |
220 |                     ("Flat (underfit)", |mut cmd| {
    |                                          ----^^^
    |                                          |
    |                                          help: remove this `mut`

Check warning on line 214 in demos/src/bin/platformer_2d.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

variable does not need to be mutable

warning: variable does not need to be mutable
   --> demos/src/bin/platformer_2d.rs:214:32
    |
214 |                     ("Point", |mut cmd| {
    |                                ----^^^
    |                                |
    |                                help: remove this `mut`
    |
    = note: `#[warn(unused_mut)]` on by default

Check warning on line 319 in demos/src/bin/platformer_2d.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

unused variable: `cmd`

warning: unused variable: `cmd`
   --> demos/src/bin/platformer_2d.rs:319:59
    |
319 |     cmd.insert(TnuaCrouchEnforcer::new(0.5 * Vector3::Y, |cmd| {
    |                                                           ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`

Check warning on line 271 in demos/src/bin/platformer_2d.rs

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@github-actions github-actions / clippy

unused variable: `use_collision_groups`

warning: unused variable: `use_collision_groups`
   --> demos/src/bin/platformer_2d.rs:271:27
    |
271 |                 |mut cmd, use_collision_groups| {
    |                           ^^^^^^^^^^^^^^^^^^^^ help: if this is intentional, prefix it with an underscore: `_use_collision_groups`

Check warning on line 271 in demos/src/bin/platformer_2d.rs

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@github-actions github-actions / clippy

unused variable: `cmd`

warning: unused variable: `cmd`
   --> demos/src/bin/platformer_2d.rs:271:22
    |
271 |                 |mut cmd, use_collision_groups| {
    |                      ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`

Check warning on line 252 in demos/src/bin/platformer_2d.rs

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@github-actions github-actions / clippy

unused variable: `cmd`

warning: unused variable: `cmd`
   --> demos/src/bin/platformer_2d.rs:252:53
    |
252 |             .with_checkbox("Lock Tilt", false, |mut cmd, lock_tilt| {
    |                                                     ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`

Check warning on line 244 in demos/src/bin/platformer_2d.rs

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@github-actions github-actions / clippy

unused variable: `cmd`

warning: unused variable: `cmd`
   --> demos/src/bin/platformer_2d.rs:244:43
    |
244 |                     ("Ball (exact)", |mut cmd| {
    |                                           ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`

Check warning on line 238 in demos/src/bin/platformer_2d.rs

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@github-actions github-actions / clippy

unused variable: `cmd`

warning: unused variable: `cmd`
   --> demos/src/bin/platformer_2d.rs:238:46
    |
238 |                     ("Ball (underfit)", |mut cmd| {
    |                                              ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`

Check warning on line 232 in demos/src/bin/platformer_2d.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

unused variable: `cmd`

warning: unused variable: `cmd`
   --> demos/src/bin/platformer_2d.rs:232:45
    |
232 |                     ("flat (overfit)", |mut cmd| {
    |                                             ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`

Check warning on line 226 in demos/src/bin/platformer_2d.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

unused variable: `cmd`

warning: unused variable: `cmd`
   --> demos/src/bin/platformer_2d.rs:226:43
    |
226 |                     ("Flat (exact)", |mut cmd| {
    |                                           ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`

Check warning on line 220 in demos/src/bin/platformer_2d.rs

See this annotation in the file changed.

@github-actions github-actions / clippy

unused variable: `cmd`

warning: unused variable: `cmd`
   --> demos/src/bin/platformer_2d.rs:220:46
    |
220 |                     ("Flat (underfit)", |mut cmd| {
    |                                              ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`

Check warning on line 214 in demos/src/bin/platformer_2d.rs

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@github-actions github-actions / clippy

unused variable: `cmd`

warning: unused variable: `cmd`
   --> demos/src/bin/platformer_2d.rs:214:36
    |
214 |                     ("Point", |mut cmd| {
    |                                    ^^^ help: if this is intentional, prefix it with an underscore: `_cmd`
    |
    = note: `#[warn(unused_variables)]` on by default

Check warning on line 311 in demos/src/bin/shooter_like.rs

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@github-actions github-actions / clippy

variable does not need to be mutable

warning: variable does not need to be mutable
   --> demos/src/bin/shooter_like.rs:311:18
    |
311 |                 |mut cmd, use_collision_groups| {
    |                  ----^^^
    |                  |
    |                  help: remove this `mut`

Check warning on line 289 in demos/src/bin/shooter_like.rs

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@github-actions github-actions / clippy

variable does not need to be mutable

warning: variable does not need to be mutable
   --> demos/src/bin/shooter_like.rs:289:48
    |
289 |             .with_checkbox("Lock Tilt", true, |mut cmd, lock_tilt| {
    |                                                ----^^^
    |                                                |
    |                                                help: remove this `mut`

Check warning on line 281 in demos/src/bin/shooter_like.rs

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@github-actions github-actions / clippy

variable does not need to be mutable

warning: variable does not need to be mutable
   --> demos/src/bin/shooter_like.rs:281:39
    |
281 |                     ("ball (exact)", |mut cmd| {
    |                                       ----^^^
    |                                       |
    |                                       help: remove this `mut`

Check warning on line 275 in demos/src/bin/shooter_like.rs

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@github-actions github-actions / clippy

variable does not need to be mutable

warning: variable does not need to be mutable
   --> demos/src/bin/shooter_like.rs:275:42
    |
275 |                     ("ball (underfit)", |mut cmd| {
    |                                          ----^^^
    |                                          |
    |                                          help: remove this `mut`