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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@@ -39,25 +39,41 @@ public partial class MeshPainter
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}
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}
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/// <summary>Reads vertices/triangles/UVs of the collider mesh and computes culling data.</summary>
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// BuildMeshCaches scratch: refilled per bake without allocating (with updateColliderEveryFrame this
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// runs per frame while painting; mesh.vertices/.triangles/.uv return fresh arrays per call).
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private readonly System.Collections.Generic.List<Vector3> _vertScratch = new System.Collections.Generic.List<Vector3>();
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private int _meshCacheId; // mesh instance the topology/UV caches were built for (0 = none)
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/// <summary>Reads vertices/triangles/UVs of the collider mesh and computes culling data.
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/// Only the vertices change across re-bakes of the same mesh; topology/UVs are fetched once.</summary>
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private void BuildMeshCaches()
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{
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Mesh m = _collider.sharedMesh;
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if (!m) return;
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_verts = m.vertices;
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_tris = m.triangles;
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_uvs = m.uv;
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m.GetVertices(_vertScratch);
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int vCount = _vertScratch.Count;
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if (_verts == null || _verts.Length != vCount) _verts = new Vector3[vCount];
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_vertScratch.CopyTo(_verts);
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// Fallback to the original mesh UVs if the baked mesh dropped them.
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if ((_uvs == null || _uvs.Length != _verts.Length) && _skinned && _skinned.sharedMesh)
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_uvs = _skinned.sharedMesh.uv;
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if (_meshCacheId != m.GetInstanceID())
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{
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_meshCacheId = m.GetInstanceID();
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_tris = m.triangles;
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_uvs = m.uv;
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// Fallback to the original mesh UVs if the baked mesh dropped them.
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if ((_uvs == null || _uvs.Length != vCount) && _skinned && _skinned.sharedMesh)
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_uvs = _skinned.sharedMesh.uv;
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}
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if (_uvs == null || _uvs.Length != _verts.Length) return;
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int triCount = _tris.Length / 3;
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_triCenter = new Vector3[triCount];
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_triRadius = new float[triCount];
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if (_triCenter == null || _triCenter.Length != triCount)
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{
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_triCenter = new Vector3[triCount];
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_triRadius = new float[triCount];
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}
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double sumArea3D = 0.0, sumAreaUv = 0.0;
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@@ -209,7 +225,7 @@ public partial class MeshPainter
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{
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_materialInstance.EnableKeyword("_METALLICSPECGLOSSMAP");
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_materialInstance.DisableKeyword("_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A");
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if (_materialInstance.HasProperty(SmoothnessId)) _materialInstance.SetFloat(SmoothnessId, 1f);
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SetMatFloat(SmoothnessId, 1f);
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}
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// Emission map x _EmissionColor (white * intensity). Clear the "emissive is black"
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@@ -218,6 +234,7 @@ public partial class MeshPainter
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{
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_materialInstance.EnableKeyword("_EMISSION");
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_materialInstance.globalIlluminationFlags = MaterialGlobalIlluminationFlags.RealtimeEmissive;
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_lastEmissionIntensity = float.NaN; // fresh material instance -> force the first write
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RefreshEmissionColor();
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}
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@@ -226,7 +243,7 @@ public partial class MeshPainter
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if (_materialInstance.HasProperty(OcclusionMapId))
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{
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_materialInstance.EnableKeyword("_OCCLUSIONMAP");
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if (_materialInstance.HasProperty(OcclusionStrengthId)) _materialInstance.SetFloat(OcclusionStrengthId, 1f);
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SetMatFloat(OcclusionStrengthId, 1f);
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}
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// Height: the same mask map is also bound to _ParallaxMap, so the painted occlusion (G) doubles
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@@ -239,16 +256,23 @@ public partial class MeshPainter
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{
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_materialInstance.EnableKeyword("_PARALLAXMAP");
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_materialInstance.EnableKeyword("_NORMALMAP");
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if (_materialInstance.HasProperty(ParallaxId) && _materialInstance.GetFloat(ParallaxId) < 0.02f)
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_materialInstance.SetFloat(ParallaxId, 0.02f);
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if (GetMatFloat(ParallaxId, 0.02f) < 0.02f)
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SetMatFloat(ParallaxId, 0.02f);
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}
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}
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/// <summary>Pushes the global emission intensity to the material's _EmissionColor (live-tunable).</summary>
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private float _lastEmissionIntensity = float.NaN;
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/// <summary>Pushes the global emission intensity to the material's _EmissionColor (live-tunable).
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/// Runs per frame, so it only writes the material when the intensity actually changed.</summary>
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private void RefreshEmissionColor()
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{
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if (emissionIntensity == _lastEmissionIntensity) return;
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if (_materialInstance && _materialInstance.HasProperty(EmissionColorId))
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{
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_materialInstance.SetColor(EmissionColorId, Color.white * Mathf.Max(0f, emissionIntensity));
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_lastEmissionIntensity = emissionIntensity;
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}
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}
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/// <summary>Eases the see-through X-ray glow's alpha toward its on/off target (<see cref="XRayRevealed"/>)
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