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>
This commit is contained in:
adminandClaude Fable 5 committed 2026-07-02 10:08:28 +02:00
1 parent 882d30797e
commit 066e308cde
21 files changed
+478 -902

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+7 -10
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@@ -18,9 +18,8 @@ public partial class MeshPainter
filterMode = FilterMode.Bilinear
},
pixels = SeedCpuPixels(mi, canonical),
// Seed the dilation-source marker with the UV islands so seeded (loaded /
// switched-in) content is protected from edge padding right away; the gutter
// stays paddable. Clone: painted[] is mutated per stroke.
// UV-island seed protects loaded/switched-in content from edge padding right away
// (the gutter stays paddable). Clone: painted[] is mutated per stroke.
painted = (bool[])GetIslandMask().Clone(),
fillStamp = new int[textureSize * textureSize],
dilateStamp = 0
@@ -112,11 +111,11 @@ public partial class MeshPainter
// Mask map target: R = metallic, G = occlusion, B = 0, A = smoothness (one texture
// bound to both _MetallicGlossMap and _OcclusionMap).
float msoR = Mathf.Clamp01(metallic) * 255f; // metallic
float msoG = Mathf.Clamp01(occlusion) * 255f; // occlusion
float msoA = Mathf.Clamp01(smoothness) * 255f; // smoothness
float msOpMul = Mathf.Clamp01(metallicSmoothnessOpacity); // metallic+smoothness paint opacity
float aoOpMul = Mathf.Clamp01(occlusionOpacity); // occlusion paint opacity
float msoR = Mathf.Clamp01(metallic) * 255f;
float msoG = Mathf.Clamp01(occlusion) * 255f;
float msoA = Mathf.Clamp01(smoothness) * 255f;
float msOpMul = Mathf.Clamp01(metallicSmoothnessOpacity);
float aoOpMul = Mathf.Clamp01(occlusionOpacity);
CpuMap mso = _cpu[MAP_MSO];
bool aMSO = aMS || aAO;
@@ -141,7 +140,6 @@ public partial class MeshPainter
Vector3 v0 = _verts[i0], v1 = _verts[i1], v2 = _verts[i2];
Vector2 uv0 = _uvs[i0], uv1 = _uvs[i1], uv2 = _uvs[i2];
// UV -> pixel.
float p0x = uv0.x * ts, p0y = uv0.y * ts;
float p1x = uv1.x * ts, p1y = uv1.y * ts;
float p2x = uv2.x * ts, p2y = uv2.y * ts;
@@ -188,7 +186,6 @@ public partial class MeshPainter
if (dv < -radiusLocal || dv > radiusLocal) continue;
if (dn < -radiusLocal || dn > radiusLocal) continue;
// Mask -> opacity.
float mu = du * invR * 0.5f + 0.5f;
float mv = dv * invR * 0.5f + 0.5f;
float maskOp = SampleMaskOpacity(mu, mv);