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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@@ -3,12 +3,7 @@ using UnityEngine;
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public partial class MeshPainter
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{
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// --- Pipette (eyedropper) ---
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//
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// A sampling MODE rather than a paint channel: a click (Shift/Ctrl held, or the HUD toggle) reads the
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// channel values at the hit point into the brush, leaving the brush opacities/alphas untouched - a
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// pick changes WHAT is painted, not how strongly. Height is adopted only off our own paint mesh.
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// Per-surface routing: see PickAtScreen.
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// --- Pipette (eyedropper) --- (semantics: see the pipette tooltip; per-surface routing: PickAtScreen)
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[Header("Brush - pipette (eyedropper)")]
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[Tooltip("Pipette mode: a click samples the channel values at the hit point on ANY surface " +
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