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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@@ -607,7 +607,7 @@ public class PlayerPaintSync : NetworkBehaviour
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CopyChunkInto(_snapBuffer, offset, chunk);
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}
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/// <summary>Copies a received chunk into the reassembly buffer, ignoring out-of-bounds offsets.</summary>
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// Out-of-bounds offsets are ignored rather than thrown on.
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private static void CopyChunkInto(byte[] buffer, int offset, byte[] chunk)
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{
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if (offset >= 0 && offset + chunk.Length <= buffer.Length)
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@@ -693,7 +693,6 @@ public class PlayerPaintSync : NetworkBehaviour
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_uploadBuffer = null;
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}
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/// <summary>All connected client ids except the given one (server-side).</summary>
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private ulong[] OtherClientIds(ulong except)
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{
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var ids = NetworkManager.ConnectedClientsIds;
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