It was the first time I set it up, then I went through every single instance and refactored with the appropriate choice. It wasn't as tedious as you might imagine, and again, I really don't have the option of letting my game crash.
I think the only legitimate uses are for direct indexing for tile maps etc. where I do bounds checking on two axes and know that it will map correctly. to the underlying memory (but that's `clippy::indexing_slicing`, I have 0 `clippy::unwrap_used` in my codebase now).
If you begin a new project with these lints, you'll quickly train to write idiomatic Option/Result handling code by default.
I think the only legitimate uses are for direct indexing for tile maps etc. where I do bounds checking on two axes and know that it will map correctly. to the underlying memory (but that's `clippy::indexing_slicing`, I have 0 `clippy::unwrap_used` in my codebase now).
If you begin a new project with these lints, you'll quickly train to write idiomatic Option/Result handling code by default.