Fix warnings and increase recursion
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@@ -1,9 +1,8 @@
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//! Fighter debug views: gizmos and the egui inspector window.
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//! Fighter debug views: gizmos and the egui inspector window.
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use std::sync::OnceLock;
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use bevy::color::palettes::css::{DARK_ORANGE, ORANGE, ORANGE_RED, RED, WHITE};
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use bevy::color::palettes::css::{ORANGE, ORANGE_RED, WHITE};
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use bevy::{color::palettes::css::YELLOW, prelude::*};
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use bevy::prelude::*;
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use bevy_egui::{egui, EguiContexts};
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use bevy_egui::{egui, EguiContexts};
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use crate::debug_tools::{DebugSettings, FighterDebugRowKind};
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use crate::debug_tools::{DebugSettings, FighterDebugRowKind};
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@@ -15,7 +14,6 @@ use crate::fighter::attack::{
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use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices};
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use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices};
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use crate::fighter::ecb::FighterPreviousECB;
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use crate::fighter::ecb::FighterPreviousECB;
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use crate::fighter::errors::FighterErrors;
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use crate::fighter::errors::FighterErrors;
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use crate::fighter::hurtbox::FixedAffineCapsule;
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use crate::fighter::manifest::FighterManifest;
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use crate::fighter::manifest::FighterManifest;
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use crate::fighter::state::{air, FighterState};
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use crate::fighter::state::{air, FighterState};
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::visual::FighterAnimations;
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@@ -339,7 +337,7 @@ mod capsule_debug_tests {
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assert!(marker.abs_diff_eq(Vec3::new(3.0, 4.0, 3.0), 1e-5));
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assert!(marker.abs_diff_eq(Vec3::new(3.0, 4.0, 3.0), 1e-5));
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}
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}
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#[test]
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/*#[test]
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fn capsule_wireframe_caps_extend_in_opposite_directions() {
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fn capsule_wireframe_caps_extend_in_opposite_directions() {
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let wireframe = capsule_wireframe();
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let wireframe = capsule_wireframe();
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let lower: Vec<_> = wireframe
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let lower: Vec<_> = wireframe
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@@ -357,7 +355,7 @@ mod capsule_debug_tests {
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assert!(upper.iter().all(|vertex| vertex.direction.y >= 0.0));
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assert!(upper.iter().all(|vertex| vertex.direction.y >= 0.0));
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assert!(lower.iter().any(|vertex| vertex.direction == Vec3::NEG_Y));
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assert!(lower.iter().any(|vertex| vertex.direction == Vec3::NEG_Y));
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assert!(upper.iter().any(|vertex| vertex.direction == Vec3::Y));
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assert!(upper.iter().any(|vertex| vertex.direction == Vec3::Y));
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}
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}*/
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}
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}
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pub fn attack_debug(
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pub fn attack_debug(
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@@ -13,7 +13,6 @@ use bevy::{
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mesh::{Indices, MeshVertexBufferLayoutRef, PrimitiveTopology},
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mesh::{Indices, MeshVertexBufferLayoutRef, PrimitiveTopology},
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pbr::{MaterialPipeline, MaterialPipelineKey},
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pbr::{MaterialPipeline, MaterialPipelineKey},
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prelude::*,
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prelude::*,
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reflect::TypePath,
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render::render_resource::{
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render::render_resource::{
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AsBindGroup, RenderPipelineDescriptor, SpecializedMeshPipelineError,
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AsBindGroup, RenderPipelineDescriptor, SpecializedMeshPipelineError,
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},
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},
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@@ -271,7 +270,7 @@ const FILLED_GIZMO_SHADER_HANDLE: Handle<Shader> =
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/// A deliberately minimal material: unlike `StandardMaterial`, its fragment
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/// A deliberately minimal material: unlike `StandardMaterial`, its fragment
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/// shader writes vertex colors directly and therefore bypasses PBR lighting
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/// shader writes vertex colors directly and therefore bypasses PBR lighting
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/// and camera tonemapping.
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/// and camera tonemapping.
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#[derive(Asset, AsBindGroup, Clone, Debug, TypePath)]
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#[derive(Asset, AsBindGroup, Reflect, Clone, Debug)]
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struct FilledGizmoMaterial {
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struct FilledGizmoMaterial {
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#[uniform(0)]
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#[uniform(0)]
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color: LinearRgba,
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color: LinearRgba,
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@@ -21,6 +21,8 @@
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//! save, click Rebuild in jackdaw (or run `jd build`) and it
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//! save, click Rebuild in jackdaw (or run `jd build`) and it
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//! appears in `Add Component`. No registration code is needed.
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//! appears in `Add Component`. No registration code is needed.
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#![recursion_limit = "512"]
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use bevy::{
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use bevy::{
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asset::processor::{AssetProcessor, ProcessorState},
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asset::processor::{AssetProcessor, ProcessorState},
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prelude::*,
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prelude::*,
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