Refactor Assets/Scripts: trim restating comments, minor structure cleanups
Sweep over 48 files (Editor/ excluded): remove comments that restate the code, condense class summaries, fix three stale doc statements (HsvColorPicker alpha bar, PaintHud layoutPrefab, MasterVolume FallbackDefault). Inline two single-use wrappers (IsPointerOverUi, BuildModes), drop an unused using, replace a magic literal with the existing ParallaxBase constant, and convert ~10 UnityEngine.Object null checks to the implicit-bool convention. No serialized fields, signatures, RPC/NetworkVariable names, defaults, or #if blocks touched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -4,19 +4,16 @@ using UnityEngine;
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/// <summary>
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/// Editor-baked solid/enclosed voxel volume for a single (typically non-convex, non-watertight)
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/// environment mesh. Runtime lookup is an O(1) grid test, so <see cref="ConcealmentMeter"/> can
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/// treat furniture as "embeddable" without per-voxel raycast parity (which is unreliable on the
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/// open-shell furniture meshes of asset kits).
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/// treat furniture as "embeddable" without per-voxel raycast parity (unreliable on the open-shell
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/// furniture meshes of asset kits).
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///
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/// Bake (editor only): voxelizes the source mesh in LOCAL space and marks a voxel as INSIDE when
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/// either classifier fires:
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/// * Generalized Winding Number > 0.5 -> robustly captures SOLID material even for open shells.
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/// * Exterior flood-fill cannot reach it -> captures fully ENCLOSED air cavities.
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/// The union is conservative in the safe direction: an unreachable solid OR an enclosed pocket both
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/// count as concealment; open regions (seat surface, under a thin table) correctly read as exposed.
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/// The bake marks a voxel INSIDE when either classifier fires: generalized winding number > 0.5
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/// (captures SOLID material, robust for open shells) OR unreachable by exterior flood-fill
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/// (captures fully ENCLOSED air cavities). The union errs in the safe direction — solid or enclosed
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/// both count as concealment; open regions (seat surface, under a thin table) read as exposed.
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///
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/// Query is done via <see cref="ContainsWorld"/>; bake and query share the SAME mesh-local space
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/// (verts at bake time, transform.InverseTransformPoint at query time), so position/rotation/scale
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/// are handled uniformly.
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/// Bake and query (<see cref="ContainsWorld"/>) share the SAME mesh-local space, so
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/// position/rotation/scale are handled uniformly.
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/// </summary>
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[DisallowMultipleComponent]
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public class ConcealmentVolume : MonoBehaviour
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