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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@@ -137,6 +137,7 @@ public class HeroCutout : MonoBehaviour
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if (Time.time - _lastOccludedTime > Mathf.Max(0f, occlusionHold)) { Disarm(); return; }
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// Same hero point feeds the ray and the cone axis, so the gate and the cut volume agree.
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_armed = true;
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Shader.SetGlobalVector(TargetId, new Vector4(heroPos.x, heroPos.y, heroPos.z, 1f));
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Shader.SetGlobalVector(ParamsId, new Vector4(Mathf.Max(0f, radius * bodyScale), Mathf.Max(1e-4f, feather * bodyScale), Mathf.Max(1e-4f, depthFeather), 0f));
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}
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@@ -181,8 +182,15 @@ public class HeroCutout : MonoBehaviour
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return null;
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}
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private bool _armed; // change-guard: Disarm runs every non-armed frame, so it only writes the transition
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/// <summary>Clears the "enabled" flag so cutout materials render as plain URP/Lit.</summary>
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private void Disarm() => Shader.SetGlobalVector(TargetId, Vector4.zero);
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private void Disarm()
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{
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if (!_armed) return;
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_armed = false;
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Shader.SetGlobalVector(TargetId, Vector4.zero);
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}
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/// <summary>
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/// Lazily resolves the orbit vcam and its Cinemachine Deoccluder (they may live in a scene that
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