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