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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@@ -11,8 +11,8 @@ using UnityEngine.InputSystem;
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/// uGUI binding for <see cref="OnlineSessionManager"/>. Drives the server-browser canvas - Host / Refresh /
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/// pick a row / Join / Disconnect plus a status line - and mirrors the manager's state through its
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/// <see cref="OnlineSessionManager.Changed"/> / <see cref="OnlineSessionManager.SessionsChanged"/> events.
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/// Replaces the old IMGUI browser. Lives on the browser canvas; the session logic stays on the
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/// NetworkManager's <see cref="OnlineSessionManager"/>.
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/// Lives on the browser canvas; the session logic stays on the NetworkManager's
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/// <see cref="OnlineSessionManager"/>.
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///
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/// Selection model: Refresh fills the list with clones of <see cref="entryTemplate"/> (each a clickable row
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/// showing name + player count). Clicking a row selects it; Join connects to the selected session. While
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@@ -66,7 +66,7 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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private bool _open; // Esc-toggled visibility while connected
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private bool _connected; // last-seen connection state (to detect transitions)
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private string _lastScene; // last-seen active scene name (to auto-close on a scene change)
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private Scene _lastScene; // last-seen active scene (to auto-close on a scene change)
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private string _disconnectText; // last applied caption (avoids per-frame TMP churn)
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private void Awake()
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@@ -122,8 +122,9 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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// Auto-close the overlay if the scene changed underneath it (a remote ended/started the match, or
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// we walked into Start Match) so it never lingers as a stale pause across a transition.
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string scene = SceneManager.GetActiveScene().name;
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if (connected && _open && _lastScene != null && scene != _lastScene)
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// Compared as Scene structs (handles), not names, so nothing is allocated per frame.
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Scene scene = SceneManager.GetActiveScene();
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if (connected && _open && _lastScene.IsValid() && scene != _lastScene)
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SetOpen(false);
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_lastScene = scene;
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@@ -301,12 +302,13 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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return t ? t.GetComponent<TMP_Text>() : null;
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}
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// NOT TypingGuard-gated (GameplayKeyPressed): Esc must close the panel even while a text field has focus.
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private static bool EscapePressed()
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{
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#if ENABLE_INPUT_SYSTEM
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return Keyboard.current != null && Keyboard.current.escapeKey.wasPressedThisFrame;
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return InputUtil.KeyPressedThisFrame(Key.Escape);
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#else
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return Input.GetKeyDown(KeyCode.Escape);
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return InputUtil.KeyPressedThisFrame(KeyCode.Escape);
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#endif
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}
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}
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