Add Ctrl+Z/Ctrl+Y undo/redo with command-based network sync
Pointer-based per-painter history of the canonical maps with copy-on-write sharing (only maps touched by a stroke are cloned). A stroke (press..release) is one step; a Load resets the history to the loaded maps as the sole baseline. Network sync replicates undo/redo as tiny checkpoint/restore commands instead of broadcasting full map snapshots: every peer runs the same COW history keyed by owner-assigned checkpoint ids and reproduces restores locally. A peer that cannot reproduce a target (undo across its join boundary) requests a targeted snapshot from the owner as fallback. Hardening: ordered send FIFO keeps stamps + checkpoints + restores in production order (a marker never overtakes the stamps it finalizes); stamp overflow carries over to the next frame instead of being decimated, so remote content matches the owner; remote always inserts the checkpoint id to stay 1:1 aligned. Owner-authoritative snapshot fallback replaces the silent host no-op. Adds a logSync toggle (default on) tracing when each checkpoint/restore/snapshot is sent, applied, or falls back. Also includes paintings-panel layout tuning in PaintHudPanel.prefab (inspector edits). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -35,6 +35,19 @@ public partial class MeshPainter
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Debug.Log($"[MeshPainter] Backend switched -> {(toGpu ? "GPU" : "CPU")} painting.", this);
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}
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/// <summary>
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/// Tears down the active backend and rebuilds it from externally supplied canonical maps (load /
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/// late-join snapshot / undo). Runs the island/dilation seeding path so edge padding is rebuilt for
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/// the new content. The input arrays are never mutated (SetupBackend clones its seed).
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/// </summary>
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private void ReseedCanonical(Color32[][] canonical)
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{
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if (_gpuActive) TeardownGpu();
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else TeardownCpu();
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SetupBackend(useGpu, canonical);
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_hasLastScreen = false;
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}
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/// <summary>Reads a map from the active backend into canonical (material) layout.</summary>
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private Color32[] ReadCanonical(int mi)
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{
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