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Functions2,421 in github.com/DomWilliams0/name-needed

↓ 1 callersMethodas_to
(self)
game/world/src/loader/update.rs:162
↓ 1 callersMethodas_u32
(self)
shared/unit/src/dim.rs:16
↓ 1 callersMethodascending_slice_pairs
( &mut self, next_slab_up_bottom_slice: Option<Slice>, mut f: impl FnMut(SliceMut, Sli
game/world/src/chunk/slab.rs:243
↓ 1 callersMethodascending_slice_triplets
(below sliceN, this slice0, this slice1), (this slice0, this slice1, this slice2) ... (this sliceN-1, this sliceN, above0)
game/world/src/chunk/slab.rs:126
↓ 1 callersFunctionassert_eq
(curve: Curve, x: f32, y: f32)
game/ai/src/consideration.rs:92
↓ 1 callersMethodassert_no_generated_slabs_for_region
( &self, region: RegionLocation<SIZE>, replacing_feature: &SharedRegionalFeature<SIZE>
game/procgen/src/region/regions.rs:547
↓ 1 callersMethodattrib
( self, index: u32, count: u32, type_: AttribType, normalized: Normali
renderer/engine/src/render/sdl/gl/vertex.rs:481
↓ 1 callersMethodattrib_matrix
( self, start_index: u32, normalized: Normalized, divisor: Divisor, st
renderer/engine/src/render/sdl/gl/vertex.rs:506
↓ 1 callersMethodbase_elevation
Base elevation for determining biomes
game/procgen/src/biome.rs:270
↓ 1 callersMethodbegin_haul
Adds HauledItemComponent and ContainedInComponent to haulee unconditionally, and TransformComponent if hauler_pos is Some Panics if haulee is not ali
game/simulation/src/ecs/world_ext.rs:26
↓ 1 callersMethodbind
(&self)
renderer/engine/src/render/sdl/gl/vertex.rs:96
↓ 1 callersMethodbind
(&self)
renderer/engine/src/render/sdl/gl/texture.rs:49
↓ 1 callersMethodbind_all
(&self)
renderer/engine/src/render/sdl/gl/pipeline.rs:24
↓ 1 callersMethodbind_frag_data_location
Name must be null terminated
renderer/engine/src/render/sdl/gl/shader.rs:198
↓ 1 callersMethodbiome_info
(&self, biome: BiomeType)
game/procgen/src/biome.rs:220
↓ 1 callersMethodblock_on_next_finalize
( &mut self, timeout: Duration, )
game/world/src/loader/worker_pool.rs:106
↓ 1 callersMethodblock_rows
Iterator that yields rows of blocks across the entire region. Fiddly because of the memory layout of each region chunk
game/procgen/src/region/region.rs:439
↓ 1 callersMethodblocks
( &self, out: &'a mut Vec<(BlockPosition, Block)>, )
game/world/src/chunk/terrain.rs:95
↓ 1 callersMethodblocks
(self)
game/procgen/src/region/region.rs:445
↓ 1 callersFunctionbottleneck
Bottleneck for path finding
game/world/src/presets.rs:146
↓ 1 callersMethodbounding_points
Nop if feature mutex is not immediately available, i.e. does not block
game/procgen/src/region/feature.rs:256
↓ 1 callersMethodbounds
(&self, bounding_radius: f32)
game/simulation/src/transform.rs:84
↓ 1 callersMethodbreak_block
( &self, ctx: &ActivityContext, block: WorldPosition, )
game/simulation/src/activity/subactivity/break_block.rs:26
↓ 1 callersMethodbuffer_data
(&self, buf: &[T], usage: BufferUsage)
renderer/engine/src/render/sdl/gl/vertex.rs:221
↓ 1 callersMethodbuffer_sub_data
(&self, offset: usize, buf: &[T])
renderer/engine/src/render/sdl/gl/vertex.rs:246
↓ 1 callersMethodbuild_block
( &self, ctx: &ActivityContext, job: SocietyJobHandle, details: &BuildDetails,
game/simulation/src/activity/subactivity/build_block.rs:33
↓ 1 callersMethodbuild_templates
(definition name, template, build name)
game/simulation/src/ecs/world.rs:306
↓ 1 callersMethodbuttons
(&mut self)
game/simulation/src/input/popup.rs:66
↓ 1 callersMethodby_index
TODO use SocietyJobHandle instead of indices
game/simulation/src/society/job/list.rs:225
↓ 1 callersMethodcalculate
(&self)
game/simulation/src/perf.rs:40
↓ 1 callersMethodcan_be_walked_on
TODO very temporary "walkability" for block types
game/world/src/block.rs:200
↓ 1 callersMethodcancel
(self)
game/simulation/src/runtime/runtime.rs:250
↓ 1 callersMethodcentroid
(&self)
game/procgen/src/region/feature.rs:650
↓ 1 callersMethodcheck_all
(&self, task: &T, mut per_reserver: impl FnMut(Entity))
game/simulation/src/society/job/list.rs:396
↓ 1 callersMethodcheck_for
(&self, task: &T, reserver: Entity)
game/simulation/src/society/job/list.rs:365
↓ 1 callersMethodcheck_ground
1 thick range 1 block below
game/simulation/src/physics/bounds.rs:72
↓ 1 callersMethodcheck_materials
TODO fewer temporary allocations
game/simulation/src/society/job/jobs/build.rs:108
↓ 1 callersMethodcheck_valid_blob
(&self, pos: (i32, i32), radius: i32, blob_start_idx: usize)
game/procgen/src/continent.rs:602
↓ 1 callersMethodchoose_best_item
( &self, blackboard: &<AiContext as Context>::Blackboard, )
game/simulation/src/ai/dse/world.rs:113
↓ 1 callersMethodchoose_random_accessible_block_in_radius
( &self, accessible_from: WorldPosition, radius: u16, max_attempts: usize,
game/world/src/world.rs:598
↓ 1 callersMethodchunk_area
(self, slice: GlobalSliceIndex)
game/world/src/block.rs:119
↓ 1 callersMethodchunk_bounds
Inclusive bounds
game/procgen/src/region/unit.rs:73
↓ 1 callersMethodchunk_range
(&self)
game/world/src/viewer.rs:271
↓ 1 callersMethodclean_negated
(&mut self)
game/simulation/src/definitions/loader/step2_preprocessing.rs:100
↓ 1 callersMethodclear_dragged_selection
(&mut self)
game/simulation/src/input/system.rs:266
↓ 1 callersMethodclear_last_action
(&mut self)
game/simulation/src/ai/system.rs:71
↓ 1 callersMethodclose
Returns true if closed
game/simulation/src/input/popup.rs:46
↓ 1 callersMethodcoastline_proximity
-1.0: sea far away from coastline -0.2: sea close to coastline 0.0: coastline +0.2: land close to coastline +1.0: land far away from coastline
game/procgen/src/continent.rs:187
↓ 1 callersFunctioncollect_raw_definitions
( resources: resources::Definitions, )
game/simulation/src/definitions/loader/step1_deserialization.rs:134
↓ 1 callersMethodcollect_society_tasks
TODO dont return a new vec of boxes, have some dignity Prevents further jobs being added to society until manually cleared
game/simulation/src/ai/system.rs:248
↓ 1 callersMethodcolor
(self)
game/world/src/block.rs:159
↓ 1 callersMethodcolor
(&self)
renderer/engine/src/render/debug.rs:17
↓ 1 callersFunctioncolor_for_temperature
(temp: f32)
game/procgen/src/render.rs:488
↓ 1 callersMethodcolor_hs
(&self)
game/procgen/src/rasterize.rs:47
↓ 1 callersMethodcomponent
(&mut self, name: &str)
game/simulation/src/definitions/loader/step2_preprocessing.rs:110
↓ 1 callersMethodcomponent
( &'a self, ctx: &'a UiContext, )
renderer/engine/src/render/sdl/ui/windows/selection.rs:987
↓ 1 callersMethodconfigure
(&self, mut noise: F)
game/procgen/src/params.rs:372
↓ 1 callersMethodconsume
(self, renderer: &mut impl Renderer)
game/simulation/src/world_debug.rs:87
↓ 1 callersMethodconsume
(self)
game/simulation/src/input/command.rs:106
↓ 1 callersMethodconsume_events
(&mut self, commands: &mut UiCommands)
renderer/engine/src/lite.rs:71
↓ 1 callersMethodcontainer
(&self, e: Entity)
game/simulation/src/ecs/world.rs:205
↓ 1 callersMethodcontainer_unchecked
(&self, e: Entity)
game/simulation/src/item/inventory/component.rs:81
↓ 1 callersMethodcontainers_mut
Panics if any containers are missing container component
game/simulation/src/item/inventory/component.rs:244
↓ 1 callersMethodcontains
(&self, pos: &P)
shared/unit/src/world/range.rs:154
↓ 1 callersMethodcontents_as_slice
(&self)
game/simulation/src/item/inventory/container.rs:129
↓ 1 callersMethodcontinent_count
(&self)
game/procgen/src/continent.rs:645
↓ 1 callersMethodcopy_slab
(&self, index: SlabIndex)
game/world/src/chunk/terrain.rs:195
↓ 1 callersFunctioncount_events
(q: &mut EntityEventQueue)
game/simulation/src/event/queue.rs:404
↓ 1 callersFunctioncreate_chest
( ecs: &EcsWorld, world: &InnerWorldRef, society: Option<SocietyHandle>, )
renderer/main/src/scenarios.rs:369
↓ 1 callersFunctioncreate_chest_1
(ctx: &HookContext)
testing/src/tests/haul.rs:280
↓ 1 callersFunctioncreate_chest_2
(ctx: &HookContext)
testing/src/tests/haul.rs:284
↓ 1 callersMethodcreate_container_voxel
( &mut self, pos: WorldPosition, definition_name: &'static str, )
game/simulation/src/item/containers.rs:77
↓ 1 callersFunctioncreate_simulation
(new empty simulation, initial block to centre camera on)
renderer/main/src/main.rs:279
↓ 1 callersMethodcreate_single_region
Loads the given region only, no neighbours. Assumes already unloaded and state is already set to InProgress
game/procgen/src/region/regions.rs:402
↓ 1 callersMethodcross_chunk_pairs_foreach
offset: self->other
game/world/src/chunk/terrain.rs:337
↓ 1 callersMethodcross_chunk_pairs_nav_foreach
( &'_ self, other: &'_ Self, offset: NeighbourOffset, slab_range: (SlabIndex,
game/world/src/chunk/terrain.rs:501
↓ 1 callersMethodcurrent_capacity
(&self)
game/simulation/src/item/inventory/container.rs:142
↓ 1 callersMethodcurve
(&self)
game/ai/src/lib.rs:100
↓ 1 callersMethodcurve
(&self)
game/simulation/src/ai/consideration/world.rs:27
↓ 1 callersMethodcurve
(&self)
game/simulation/src/ai/consideration/needs.rs:11
↓ 1 callersMethoddamage_block
Mutates terrain silently to the loader, ensure the loader knows about this
game/world/src/world.rs:529
↓ 1 callersMethoddebug_add_circle
(&mut self, centre: WorldPoint, radius: f32, color: Color)
game/simulation/src/render/renderer.rs:54
↓ 1 callersMethoddebug_finish
(&mut self)
game/simulation/src/render/renderer.rs:59
↓ 1 callersMethoddebug_hash
(&self)
game/simulation/src/senses/system.rs:127
↓ 1 callersMethoddebug_start
(&mut self)
game/simulation/src/render/renderer.rs:45
↓ 1 callersMethoddecay_sensed_entities
(&mut self)
game/simulation/src/senses/system.rs:182
↓ 1 callersFunctiondecomp
(ptr: *const T)
shared/common/src/dynslot.rs:109
↓ 1 callersMethoddeep_clone
(&self)
game/world/src/chunk/slab.rs:148
↓ 1 callersMethoddeinit
(&mut self)
renderer/engine/src/lite.rs:62
↓ 1 callersMethoddelete_queued_entities
(&mut self)
game/simulation/src/simulation.rs:259
↓ 1 callersMethoddelta
(self)
shared/common/src/input.rs:45
↓ 1 callersMethodderef
(&self)
game/simulation/src/ecs/world.rs:217
↓ 1 callersMethodderef_mut
(&mut self)
game/procgen/src/region/regions.rs:832
↓ 1 callersMethodderef_mut
(&mut self)
shared/grid/src/dynamic.rs:307
↓ 1 callersMethodderive_polygons
( &self, blobs: &mr_blobby::BlobPlacement, )
game/procgen/src/continent.rs:95
↓ 1 callersMethoddescription
(&self)
game/simulation/src/activity/activity/nop.rs:15
↓ 1 callersFunctiondestroy_chest
Panics if not already a chest
testing/src/tests/haul.rs:266
↓ 1 callersMethoddestroy_container
( &mut self, pos: WorldPosition, reason: DeathReason, )
game/simulation/src/item/containers.rs:101
↓ 1 callersFunctiondestroy_hook
()
testing/src/lib.rs:124
↓ 1 callersMethoddew_it
(&self, ctx: &ActivityContext)
game/simulation/src/activity/activity/nop.rs:19
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