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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@@ -73,7 +73,6 @@ public partial class MeshPainter
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/// <summary>True if anyone is listening for replicated stamps (the owner is networked + painting).</summary>
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private bool WantsStampCapture => OnStampCommitted != null;
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/// <summary>Builds the replicated stamp from the current brush state + resolved placement and raises the event.</summary>
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private void EmitStamp(Vector3 p, float r, Vector3 u, Vector3 v, Vector3 n)
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{
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var handler = OnStampCommitted;
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