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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+5 -14
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@@ -14,18 +14,9 @@ public class FirstPersonMode : GameMode
public override void Enter()
{
// Player stays fully controllable; only the view changes.
if (Manager.Player)
{
Manager.Player.enabled = true;
Manager.Player.ControlEnabled = true;
}
if (Manager.Painter)
Manager.Painter.PaintingEnabled = false;
// The orbit rig would otherwise keep grabbing the cursor and reading the mouse every frame.
if (Manager.CameraInput)
Manager.CameraInput.enabled = false;
SetPlayerControl(true);
SetPainting(false);
SetOrbitInputEnabled(false);
if (Manager.FirstPerson)
Manager.FirstPerson.SetActive(true);
@@ -38,9 +29,9 @@ public class FirstPersonMode : GameMode
if (Manager.FirstPerson)
Manager.FirstPerson.SetActive(false);
SetOrbitInputEnabled(true);
if (Manager.CameraInput)
{
Manager.CameraInput.enabled = true;
// Carry the first-person facing into the orbit camera so the next orbit mode (Paint / Player
// Control) keeps the current view angle instead of snapping back to the orbit's last-used angle.
// Camera.main still shows the first-person view this frame (the brain hasn't blended yet).
@@ -94,7 +85,7 @@ public class FirstPersonMode : GameMode
for (int i = 0; i < count; i++)
{
var netObj = _hits[i].collider.GetComponentInParent<NetworkObject>();
if (netObj && self && netObj == self) continue; // ignore our own collider
if (netObj && self && netObj == self) continue;
if (!netObj || !netObj.IsPlayerObject) return; // first solid hit is world geometry -> blocked
var setup = netObj.GetComponent<NetworkPlayerSetup>();