Refactor: extract shared helpers across scripts, trim remaining doc redundancy
Deduplication pass (44 extractions): - New SmoothedLook: shared smoothed yaw/pitch look tick + view seeding (FirstPersonController, FreeCamController) - New CharacterTeleport: disable-CC-around-teleport idiom (rescue, owner position apply, free-cam sync) - New GeometryUtil: RescaleToUnitScale + TransformBounds (concealment meter/volume, skinned collider baker) - Paint family: canonical map read/write shared between Net and Persistence, snapshot decode, backend stroke dispatch, RebuildBackend, ResolveSeed, chunked RPC send/gate/copy, CamoKnobs/HeightKnobs aggregates, SanitizeFileKey, NewMaskTexture, AdoptAlbedo, FindSlider - Player/modes: GameMode SetPlayerControl/SetPainting/SetOrbitInputEnabled, InputUtil.GameplayKeyPressed, NearestClimbHit, ComputeXRay delegates to ComputeResolutionFreeze, FingerIK TryInPlaneAngle - Match/misc: UnhookSessionCallbacks, SendEmptyNamedMessage, SwapScenes, RunSessionOpAsync, CovarianceEigen, CollectClusterPoints, MatchHud GUIStyle cache, HsvColorPicker rehook, VoxelCenter Documentation pass: remove 6 triplicated doc blocks and 2 restating inline comments left after the previous reduction. Behavior-neutral; hot-path rasterizer loops intentionally untouched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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using UnityEngine;
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/// <summary>Disables a CharacterController around a transform write so it cannot snap the transform back.</summary>
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public static class CharacterTeleport
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{
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public static void Move(CharacterController cc, Transform t, Vector3 position)
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{
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bool reenable = cc && cc.enabled;
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if (cc) cc.enabled = false;
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t.position = position;
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if (cc) cc.enabled = reenable;
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}
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public static void Move(CharacterController cc, Transform t, Vector3 position, Quaternion rotation)
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{
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bool reenable = cc && cc.enabled;
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if (cc) cc.enabled = false;
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t.SetPositionAndRotation(position, rotation);
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if (cc) cc.enabled = reenable;
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}
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}
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