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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@@ -34,8 +34,7 @@ public partial class MeshPainter
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/// <summary>CPU pixels are stored directly in material layout; just guarantee a sane alpha for the color maps.</summary>
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private Color32[] SeedCpuPixels(int mi, Color32[][] canonical)
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{
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var src = (canonical != null && canonical[mi] != null && canonical[mi].Length == textureSize * textureSize)
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? canonical[mi] : _seedCanonical[mi];
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var src = ResolveSeed(mi, canonical);
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var px = (Color32[])src.Clone();
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if (mi != MAP_MSO) // albedo / emission: opaque. The mask map keeps alpha = smoothness.
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for (int i = 0; i < px.Length; i++) px[i].a = 255;
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