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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@@ -242,24 +242,19 @@ public partial class MeshPainter
undo = false;
redo = false;
if (TypingGuard.IsTyping) return; // let Ctrl+Z/Y edit text instead of the painting
if (!InputUtil.CtrlHeld()) return;
#if ENABLE_INPUT_SYSTEM
var kb = Keyboard.current;
if (kb != null)
{
if (kb.leftCtrlKey.isPressed || kb.rightCtrlKey.isPressed)
{
undo = kb.zKey.wasPressedThisFrame;
redo = kb.yKey.wasPressedThisFrame;
}
undo = kb.zKey.wasPressedThisFrame;
redo = kb.yKey.wasPressedThisFrame;
return;
}
#endif
#if ENABLE_LEGACY_INPUT_MANAGER
if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
{
undo = Input.GetKeyDown(KeyCode.Z);
redo = Input.GetKeyDown(KeyCode.Y);
}
undo = Input.GetKeyDown(KeyCode.Z);
redo = Input.GetKeyDown(KeyCode.Y);
#endif
}
}