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>
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@@ -180,7 +180,7 @@ public class HandIK : MonoBehaviour
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var chain = new List<Transform>(8);
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for (int f = 0; f < RootNames.Length; f++)
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{
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Transform root = FindDeepChild(handRoot, RootNames[f]);
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Transform root = GeometryUtil.FindDeep(handRoot, RootNames[f]);
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if (!root)
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{
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Debug.LogWarning($"HandIK: finger root '{RootNames[f]}' not found under {handRoot.name}.", this);
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@@ -241,22 +241,10 @@ public class HandIK : MonoBehaviour
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private Transform FindHandRoot()
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{
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Transform found = FindDeepChild(transform, "Hand");
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Transform found = GeometryUtil.FindDeep(transform, "Hand");
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return found ? found : transform;
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}
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private static Transform FindDeepChild(Transform parent, string targetName)
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{
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for (int i = 0; i < parent.childCount; i++)
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{
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Transform c = parent.GetChild(i);
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if (c.name == targetName) return c;
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Transform deep = FindDeepChild(c, targetName);
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if (deep) return deep;
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}
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return null;
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}
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#if UNITY_EDITOR
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private double _lastSig = double.NaN;
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