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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@@ -209,10 +209,17 @@ public partial class MeshPainter
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private void RestoreCurrentState()
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{
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ReseedCanonical(_undoStates[_undoIndex]);
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RestoreEntry(_undoIndex);
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OnHistoryRestore?.Invoke(_undoIds[_undoIndex]); // owner -> peers reproduce the move by id
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}
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/// <summary>Shows history entry <paramref name="idx"/>: re-seeds the backend and clears any in-progress stroke.</summary>
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private void RestoreEntry(int idx)
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{
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_undoIndex = idx;
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ReseedCanonical(_undoStates[idx]);
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_strokeActive = false;
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_strokeDirtyMaps = 0;
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OnHistoryRestore?.Invoke(_undoIds[_undoIndex]); // owner -> peers reproduce the move by id
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}
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/// <summary>
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@@ -225,10 +232,7 @@ public partial class MeshPainter
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int idx = _undoIds.IndexOf(id);
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if (idx < 0) return false;
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_undoIndex = idx;
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ReseedCanonical(_undoStates[idx]);
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_strokeActive = false;
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_strokeDirtyMaps = 0;
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RestoreEntry(idx);
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return true;
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}
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