Refactor scripts: dedup remainder, remove dead code, perf hardening

Iteration 4 over Assets/Scripts (no component/file splits, no Unity assets touched):

Dedup:
- Route inline cursor-release, material guards, Ctrl-held and undo/redo
  input through existing InputUtil / SetMatFloat helpers
- Add ungated InputUtil.KeyPressedThisFrame; GameplayKeyPressed builds on it
- Unify FindDeep/FindDeepChild into GeometryUtil.FindDeep

Dead code / stale docs:
- Remove unused code-gen bake path (HsvColorPicker.Build, PaintHud factory)
- Drop unreferenced symbols (SubPhaseChanged event, LocalPhaseDuration,
  IsLocalSceneMain, MouseSensitivity.Changed, IsPaused, InSession,
  NetworkControlled, PreviousPose, JointCount, voxel-count accessors)
- Fix incorrect PlayerRole / PaintHud / Pick / PlayerPose docs

Perf / robustness (behaviour-neutral):
- ConcealmentMeter.Evaluate: reuse vertex/topology buffers, two-pointer
  crossing count
- BuildMeshCaches: alloc-free vertex copy, cached topology/UVs
- Guard all PlayerPaintSync LogSync sites behind logSync
- Cache LocalViewerIsHunter / controller / CanShoot / TypingGuard lookups;
  dedup LocalIsHunter with MatchHud
- Change-guard RefreshEmissionColor and HeroCutout.Disarm
- Cache scene/countdown string comparisons per frame
- Grow NonAlloc buffers and log-once on saturation

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-02 13:33:18 +02:00
1 parent 2243cc823e
commit 382bfb36df
32 files changed
+292 -348

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@@ -62,9 +62,6 @@ public class GameModeManager : MonoBehaviour
private bool _paused;
private int _resumeIndex = -1;
/// <summary>True while local gameplay is suspended for a modal overlay (see <see cref="SetPaused"/>).</summary>
public bool IsPaused => _paused;
/// <summary>The currently active mode (null before startup).</summary>
public GameMode ActiveMode =>
(_activeIndex >= 0 && _activeIndex < _modes.Count) ? _modes[_activeIndex] : null;
@@ -246,8 +243,7 @@ public class GameModeManager : MonoBehaviour
cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled;
// Belt-and-braces explicit release (covers the orbit input being absent/disabled).
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
InputUtil.SetCursorLocked(false);
}
/// <summary>
@@ -279,8 +275,7 @@ public class GameModeManager : MonoBehaviour
cameraInput.enabled = true;
cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled;
}
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
InputUtil.SetCursorLocked(false);
ModeChanged?.Invoke(null); // hide mode-following UI (the paint HUD) beneath the overlay
}