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>
This commit is contained in:
adminandClaude Fable 5 committed 2026-07-02 12:33:48 +02:00
1 parent 066e308cde
commit 2243cc823e
40 files changed
+681 -724

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@@ -53,12 +53,7 @@ public class FirstPersonController : MonoBehaviour
CinemachineCamera _vcam;
PlayerCharacterController _player; // body whose yaw we pin to the camera while active
PlayerPoseController _poseController; // supplies the active pose's per-pose first-person eye offset
float _yaw; // look target (raw input accumulates here)
float _pitch;
float _displayYaw; // smoothed value actually applied to the transform
float _displayPitch;
float _yawSmoothRef;
float _pitchSmoothRef;
SmoothedLook _look; // yaw/pitch accumulator + smoothing shared with the freecam
bool _resolved;
void Awake()
@@ -89,7 +84,7 @@ public class FirstPersonController : MonoBehaviour
SyncToCurrentView();
InputUtil.SetCursorLocked(true);
ApplyTransform(); // place at the eye on the same frame so the blend starts from there
if (_player) _player.FaceYaw = _displayYaw; // body faces the camera from frame one
if (_player) _player.FaceYaw = _look.DisplayYaw; // body faces the camera from frame one
}
else
{
@@ -105,32 +100,18 @@ public class FirstPersonController : MonoBehaviour
// LateUpdate so the player has already moved the CameraTarget this frame.
LookTick();
ApplyTransform();
if (_player) _player.FaceYaw = _displayYaw; // keep the body's yaw locked to the camera
if (_player) _player.FaceYaw = _look.DisplayYaw; // keep the body's yaw locked to the camera
}
void LookTick()
{
Vector2 delta = InputUtil.ReadMouseDelta() * MouseSensitivity.Multiplier;
_yaw += delta.x * horizontalSensitivity;
float vs = verticalSensitivity * (invertY ? 1f : -1f);
_pitch = Mathf.Clamp(_pitch + delta.y * vs, -maxPitch, maxPitch);
if (lookSmoothTime > 0f)
{
// SmoothDampAngle is frame-rate-independent and wraps yaw correctly.
_displayYaw = Mathf.SmoothDampAngle(_displayYaw, _yaw, ref _yawSmoothRef, lookSmoothTime);
_displayPitch = Mathf.SmoothDampAngle(_displayPitch, _pitch, ref _pitchSmoothRef, lookSmoothTime);
}
else
{
_displayYaw = _yaw;
_displayPitch = _pitch;
}
_look.Tick(delta, horizontalSensitivity, verticalSensitivity, invertY, maxPitch, lookSmoothTime);
}
void ApplyTransform()
{
Quaternion rot = Quaternion.Euler(_displayPitch, _displayYaw, 0f);
Quaternion rot = _look.Rotation;
if (cameraTarget)
{
// Sit at the first-person eye anchor, then raise/lower the eye by the active pose's first-person
@@ -151,18 +132,9 @@ public class FirstPersonController : MonoBehaviour
{
var cam = Camera.main;
if (cam)
{
Vector3 e = cam.transform.rotation.eulerAngles;
_yaw = e.y;
float p = e.x > 180f ? e.x - 360f : e.x;
_pitch = Mathf.Clamp(p, -maxPitch, maxPitch);
}
// Snap the smoothed state to the fresh pose so entering never lags/jumps to catch up.
_displayYaw = _yaw;
_displayPitch = _pitch;
_yawSmoothRef = 0f;
_pitchSmoothRef = 0f;
_look.SyncTo(cam.transform.rotation, maxPitch);
else
_look.Snap(); // no camera: keep the current angles but still snap the smoothed state
}
void SetMeshHidden(bool hidden)