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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@@ -82,13 +82,11 @@ public partial class MeshPainter
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}
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/// <summary>
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/// Rasterizes the mesh UV islands into a per-texel coverage marker (true = the texel lies
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/// inside a UV triangle). This is the dilation SOURCE / overwrite guard: island texels are
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/// real content the edge-padding pass must never overwrite, while the gutter (false) stays
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/// paddable. Deriving the marker from the STATIC UV layout - instead of from transient
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/// per-stroke coverage - makes every seed (fresh start, loaded maps, backend switch) mark
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/// the same real content as painted, so the first stroke after a load/switch no longer
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/// bleeds over the existing paint. Built once and cached (UV layout + textureSize are fixed).
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/// Rasterizes the mesh UV islands into a per-texel coverage marker - the dilation SOURCE / overwrite
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/// guard (island texels are real content edge padding must never overwrite; the gutter stays
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/// paddable). Derived from the STATIC UV layout instead of transient per-stroke coverage, so every
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/// seed (fresh start, load, backend switch) marks the same content and the first stroke after a
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/// load/switch no longer bleeds over existing paint. Built once and cached.
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/// </summary>
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private bool[] GetIslandMask()
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{
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@@ -235,16 +233,12 @@ public partial class MeshPainter
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if (_materialInstance.HasProperty(OcclusionStrengthId)) _materialInstance.SetFloat(OcclusionStrengthId, 1f);
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}
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// Height: the same mask map is also bound to _ParallaxMap (see MapProps), so the painted
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// occlusion value (G) doubles as a 0.5-centred height. _PARALLAXMAP turns on URP's single-
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// step parallax (ApplyPerPixelDisplacement) AND our relief-normal/AO remap in PlayerCamoLit.
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// Lift _Parallax off its floor so the displacement is actually visible (the relief normal is
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// the dominant cue; this just adds subtle motion parallax). Live-tunable on the instance.
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// _NORMALMAP is REQUIRED for the relief normal to show: URP's InitializeInputData only
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// transforms surfaceData.normalTS into world space when _NORMALMAP (or _DETAIL) is set -
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// otherwise it discards normalTS and uses the geometric normal, so the relief is invisible.
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// _BumpMap stays unbound (= flat default normal), so it only enables the tangent->world path
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// and our relief blends on top of a flat base.
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// Height: the same mask map is also bound to _ParallaxMap, so the painted occlusion (G) doubles
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// as a 0.5-centred height. _PARALLAXMAP enables URP's parallax AND our relief-normal/AO remap in
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// PlayerCamoLit; _Parallax is lifted off its floor so the displacement is visible. _NORMALMAP is
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// REQUIRED for the relief normal to show - URP only transforms normalTS into world space when it
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// (or _DETAIL) is set, otherwise the relief is invisible. _BumpMap stays unbound (flat default
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// normal), so the keyword only enables the tangent->world path.
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if (_materialInstance.HasProperty(ParallaxMapId))
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{
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_materialInstance.EnableKeyword("_PARALLAXMAP");
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