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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@@ -339,7 +339,8 @@ public partial class MeshPainter : MonoBehaviour
// --- backends ---
private CpuMap[] _cpu;
private readonly List<int> _dilateScratch = new List<int>(512);
private readonly RaycastHit[] _rayHits = new RaycastHit[32];
private readonly RaycastHit[] _rayHits = new RaycastHit[64];
private bool _rayHitsSaturated; // log-once: a saturated buffer can silently drop our own collider
// --- preview overlay ---
public Shader previewShader; // optional; else Shader.Find("Hidden/MeshPaintPreview")
@@ -967,6 +968,11 @@ public partial class MeshPainter : MonoBehaviour
Ray ray = paintCamera.ScreenPointToRay(screenPos);
int hitCount = Physics.RaycastNonAlloc(ray, _rayHits, 1000f, ~0, QueryTriggerInteraction.Ignore);
if (hitCount == _rayHits.Length && !_rayHitsSaturated)
{
_rayHitsSaturated = true;
Debug.LogWarning($"MeshPainter: raycast buffer saturated ({hitCount}); the paint mesh may be missed.", this);
}
float nearest = float.MaxValue;
bool found = false;
for (int i = 0; i < hitCount; i++)