Hunter shot: replicated laser beam + X-ray hit flash; snapshot apply in-place reseed
- Laser.shader + HunterLaserBeam: additive HDR beam, fade in/out over opacity and thickness, code-driven LineRenderer, tunable emission multiplier. - FirstPersonMode: TryShoot computes world endpoint, fires beam with lateral muzzle offset (right) so it isn't dead-center from hunter view. - NetworkPlayerSetup: shot relay RPCs (owner->server->all) + hit-flash RPC (server->all), flash OR-branch in ComputeXRay. - MatchManager: hit reveal broadcasts X-ray flash first, delays hider removal by hitRevealDelay so the glow is visible before the body vanishes. - MeshPainter reseed: in-place fast path avoids full GPU backend teardown on snapshot apply (no ~70MB RT churn), fixes spawn/paint-load hitch. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -32,11 +32,27 @@ public partial class MeshPainter
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}
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/// <summary>
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/// Tears down the active backend and rebuilds it from externally supplied canonical maps (load /
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/// late-join snapshot / undo). Runs the island/dilation seeding path so edge padding is rebuilt for
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/// the new content. The input arrays are never mutated (SetupBackend clones its seed).
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/// Re-seeds the backend from externally supplied canonical maps (load / late-join snapshot / undo),
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/// rebuilding the island/dilation edge padding for the new content. The input arrays are never mutated
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/// (both seed paths clone before touching a map).
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///
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/// Fast path: when the backend is already built on this same type + size - the common runtime reseed
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/// (remote snapshot apply, carry/library load, undo/redo) - the existing RTs/textures are re-filled in
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/// place instead of a full teardown+rebuild. At 1024² a rebuild frees and re-creates nine ARGBHalf RTs
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/// (~70 MB of GPU allocation) every call, which stalls the frame and shows up as a hitch on every
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/// observer when a (freshly painted) avatar spawns. Re-seeding reuses the RTs (identical size/format)
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/// for a bit-identical result. A pending GPU<->CPU switch or an un-built backend falls through to the
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/// full rebuild.
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/// </summary>
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private void ReseedCanonical(Color32[][] canonical) => RebuildBackend(useGpu, canonical);
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private void ReseedCanonical(Color32[][] canonical)
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{
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if (_setupValid)
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{
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if (useGpu && _gpuActive && _gpu != null) { ReseedGpuInPlace(canonical); _hasLastScreen = false; return; }
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if (!useGpu && !_gpuActive && _cpu != null) { ReseedCpuInPlace(canonical); _hasLastScreen = false; return; }
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}
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RebuildBackend(useGpu, canonical);
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}
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/// <summary>Tears down the active backend and sets up the requested one on the given maps.</summary>
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private void RebuildBackend(bool gpu, Color32[][] canonical)
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@@ -43,6 +43,27 @@ public partial class MeshPainter
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return px;
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}
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/// <summary>
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/// Re-seeds the ALREADY-built CPU maps from canonical data without recreating the Texture2D mirrors:
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/// each map's pixel buffer + island guard are re-seeded and re-uploaded into the existing texture,
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/// mirroring SetupCpu but reusing the textures. The GPU counterpart is ReseedGpuInPlace. Callers ensure
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/// !_gpuActive && _cpu != null.
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/// </summary>
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private void ReseedCpuInPlace(Color32[][] canonical)
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{
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for (int mi = 0; mi < MAP_COUNT; mi++)
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{
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var cm = _cpu[mi];
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cm.pixels = SeedCpuPixels(mi, canonical);
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cm.painted = (bool[])GetIslandMask().Clone();
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if (cm.fillStamp != null) System.Array.Clear(cm.fillStamp, 0, cm.fillStamp.Length);
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cm.dilateStamp = 0;
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cm.dx0 = textureSize; cm.dy0 = textureSize; cm.dx1 = -1; cm.dy1 = -1; // no pending dirty region
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cm.tex.SetPixels32(cm.pixels);
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cm.tex.Apply(false);
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}
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}
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private void TeardownCpu()
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{
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if (_cpu == null) return;
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@@ -100,6 +100,23 @@ public partial class MeshPainter
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}
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}
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/// <summary>
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/// Re-seeds the ALREADY-built GPU maps from canonical data without recreating the RenderTextures or
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/// materials: each map's display RT is re-uploaded + re-stamped (MSO re-packed) exactly as SetupGpu
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/// does, but the existing RTs (same size/format) are reused, so the fur/albedo RTs a sibling
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/// FurShellRenderer samples keep their references. Avoids the per-apply ~70 MB RT alloc/free churn a
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/// full RebuildBackend incurs at 1024². Callers ensure _gpuActive && _gpu != null.
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/// </summary>
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private void ReseedGpuInPlace(Color32[][] canonical)
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{
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for (int mi = 0; mi < MAP_COUNT; mi++)
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{
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SeedGpuMap(mi, canonical);
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var gm = _gpu[mi];
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AssignMapTexture(mi, gm.final != null ? gm.final : gm.display);
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}
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}
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/// <summary>
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/// Stamps the dilation coverage guard into a map's alpha: rasterizes the mesh with the brush
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/// shader's coverage pass (pass 1), writing alpha = 1 on exactly the texels the GPU brush can
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