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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@@ -4,15 +4,11 @@ using Unity.Netcode;
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using UnityEngine;
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/// <summary>
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/// One committed brush stamp in a form that can be replicated across the network. Painting is
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/// synced as commands (these stamps), not as pixels: the owner already resolves every stamp into
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/// local object space (hit point, radius, tangent frame) inside <see cref="MeshPainter.PaintAtScreen"/>,
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/// so a remote peer just replays the SAME stamp through its own backend onto the identical mesh/UVs
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/// and gets a near-identical result - for a fraction of the bandwidth of streaming the 12 MB of maps.
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///
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/// Self-contained on purpose: each stamp carries its full brush state, so the stream is stateless and
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/// robust to ordering/loss (sent reliably). Channel data (metallic/smoothness/occlusion + opacities)
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/// quantizes to bytes with no real loss because the paint maps are 8-bit anyway.
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/// One committed brush stamp in replicable form. Painting is synced as commands, not pixels: the owner
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/// already resolves every stamp into local object space (hit point, radius, tangent frame), so a remote
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/// peer replays the SAME stamp through its own backend onto the identical mesh/UVs.
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/// Self-contained on purpose: each stamp carries its full brush state, so the stream is stateless.
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/// Channel data quantizes to bytes with no real loss (the paint maps are 8-bit anyway).
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/// </summary>
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public struct PaintStampNet : INetworkSerializable
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{
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@@ -239,11 +235,10 @@ public partial class MeshPainter
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}
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/// <summary>
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/// Owner-side: re-seeds the painter from an in-memory snapshot blob and resets history to it as a fresh
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/// local baseline - exactly like <see cref="LoadPaintByName"/> does for a file, just from bytes. Used to
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/// carry a painting onto a freshly spawned avatar across a scene-switch respawn; the caller then
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/// BroadcastLoadedPaint()s it to peers via the same path a manual load uses. Returns false if the painter
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/// is not ready or the blob is missing / incompatible (the current painting is left untouched).
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/// Owner-side: re-seeds the painter from an in-memory snapshot blob and resets history to it as a
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/// fresh local baseline (like <see cref="LoadPaintByName"/>, just from bytes) - used to carry a
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/// painting across a scene-switch respawn, then rebroadcast via BroadcastLoadedPaint. Returns false
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/// if the painter is not ready or the blob is incompatible (the current painting stays untouched).
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/// </summary>
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public bool LoadPaintFromSnapshot(byte[] compressed)
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{
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