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