Docs: reduce over-documentation across gameplay scripts
Trim restated narration, dead commented-out code, and oversized class headers; keep all why-comments (authority, timing, edge cases), tooltips, and serialization caveats. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -18,9 +18,8 @@ public partial class MeshPainter
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filterMode = FilterMode.Bilinear
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},
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pixels = SeedCpuPixels(mi, canonical),
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// Seed the dilation-source marker with the UV islands so seeded (loaded /
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// switched-in) content is protected from edge padding right away; the gutter
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// stays paddable. Clone: painted[] is mutated per stroke.
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// UV-island seed protects loaded/switched-in content from edge padding right away
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// (the gutter stays paddable). Clone: painted[] is mutated per stroke.
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painted = (bool[])GetIslandMask().Clone(),
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fillStamp = new int[textureSize * textureSize],
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dilateStamp = 0
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@@ -112,11 +111,11 @@ public partial class MeshPainter
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// Mask map target: R = metallic, G = occlusion, B = 0, A = smoothness (one texture
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// bound to both _MetallicGlossMap and _OcclusionMap).
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float msoR = Mathf.Clamp01(metallic) * 255f; // metallic
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float msoG = Mathf.Clamp01(occlusion) * 255f; // occlusion
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float msoA = Mathf.Clamp01(smoothness) * 255f; // smoothness
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float msOpMul = Mathf.Clamp01(metallicSmoothnessOpacity); // metallic+smoothness paint opacity
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float aoOpMul = Mathf.Clamp01(occlusionOpacity); // occlusion paint opacity
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float msoR = Mathf.Clamp01(metallic) * 255f;
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float msoG = Mathf.Clamp01(occlusion) * 255f;
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float msoA = Mathf.Clamp01(smoothness) * 255f;
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float msOpMul = Mathf.Clamp01(metallicSmoothnessOpacity);
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float aoOpMul = Mathf.Clamp01(occlusionOpacity);
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CpuMap mso = _cpu[MAP_MSO];
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bool aMSO = aMS || aAO;
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@@ -141,7 +140,6 @@ public partial class MeshPainter
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Vector3 v0 = _verts[i0], v1 = _verts[i1], v2 = _verts[i2];
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Vector2 uv0 = _uvs[i0], uv1 = _uvs[i1], uv2 = _uvs[i2];
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// UV -> pixel.
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float p0x = uv0.x * ts, p0y = uv0.y * ts;
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float p1x = uv1.x * ts, p1y = uv1.y * ts;
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float p2x = uv2.x * ts, p2y = uv2.y * ts;
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@@ -188,7 +186,6 @@ public partial class MeshPainter
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if (dv < -radiusLocal || dv > radiusLocal) continue;
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if (dn < -radiusLocal || dn > radiusLocal) continue;
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// Mask -> opacity.
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float mu = du * invR * 0.5f + 0.5f;
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float mv = dv * invR * 0.5f + 0.5f;
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float maskOp = SampleMaskOpacity(mu, mv);
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