- OverviewMenu: taunt button (manual ping + close, hider/seek-only), Tab triggers the Escape chain (TypingGuard-gated)
- GameModeManager: LocalPlayerIsHider helper, allow E-ping in free cam (Q/E no longer used for movement)
- FreeCamController: vertical movement only via Space/Ctrl
- Icons: Icon_taunt (wired), Icon_firstperson_paint (unwired, for later)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
The FreeCamera's CharacterController stayed enabled permanently, so its
invisible capsule sat in the play area at (0,1,0) and blocked players even
when the freecam was not in use: the controller script disables only itself
in Awake, not the independent CharacterController collider.
Keep the capsule out of the physics world unless the freecam is actually
flying: disable it in Awake and toggle it with SetActive (enabled before the
teleport in SyncToCurrentView, which preserves the current enabled state).
Also ignore collision against all live players instead of just the first on
each activation, since Physics.IgnoreCollision is reset when the capsule is
toggled off and back on.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Move scripts under Assets/Scripts/ into Components, GameMode, Helper,
Network, Enum, Struct and ScriptableObject folders. Pure file moves
(plus folder .meta files); no code changes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>