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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@@ -1,4 +1,3 @@
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using System;
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using UnityEngine;
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/// Global mouse look-around sensitivity multiplier, shared by every camera
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@@ -15,9 +14,6 @@ public static class MouseSensitivity
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static bool _loaded;
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static float _multiplier = Default;
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/// Fires whenever the multiplier changes (UI may run before the avatar spawns).
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public static event Action<float> Changed;
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public static float Multiplier
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{
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get
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@@ -40,7 +36,6 @@ public static class MouseSensitivity
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// only a clean quit. Settings changes are rare user actions, so the
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// extra write is negligible.
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PlayerPrefs.Save();
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Changed?.Invoke(v);
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}
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}
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}
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