admin and Claude Opus 4.8
382bfb36df
Refactor scripts: dedup remainder, remove dead code, perf hardening
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Iteration 4 over Assets/Scripts (no component/file splits, no Unity assets touched):
Dedup:
- Route inline cursor-release, material guards, Ctrl-held and undo/redo
input through existing InputUtil / SetMatFloat helpers
- Add ungated InputUtil.KeyPressedThisFrame; GameplayKeyPressed builds on it
- Unify FindDeep/FindDeepChild into GeometryUtil.FindDeep
Dead code / stale docs:
- Remove unused code-gen bake path (HsvColorPicker.Build, PaintHud factory)
- Drop unreferenced symbols (SubPhaseChanged event, LocalPhaseDuration,
IsLocalSceneMain, MouseSensitivity.Changed, IsPaused, InSession,
NetworkControlled, PreviousPose, JointCount, voxel-count accessors)
- Fix incorrect PlayerRole / PaintHud / Pick / PlayerPose docs
Perf / robustness (behaviour-neutral):
- ConcealmentMeter.Evaluate: reuse vertex/topology buffers, two-pointer
crossing count
- BuildMeshCaches: alloc-free vertex copy, cached topology/UVs
- Guard all PlayerPaintSync LogSync sites behind logSync
- Cache LocalViewerIsHunter / controller / CanShoot / TypingGuard lookups;
dedup LocalIsHunter with MatchHud
- Change-guard RefreshEmissionColor and HeroCutout.Disarm
- Cache scene/countdown string comparisons per frame
- Grow NonAlloc buffers and log-once on saturation
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-02 13:33:18 +02:00
admin and Claude Opus 4.8
5965f7199a
Suppress global hotkeys while a text field is focused
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The save-dialog name field is a focused TMP_InputField, but global discrete
hotkeys kept reading the keyboard every frame, so typing a name like
"Checkers" cycled the pose (C) and shut the server down (K). Add a shared
TypingGuard.IsTyping check (focused TMP/legacy InputField) and short-circuit
the global handlers on it: pose cycle, network dev keys, mode switch, and
paint undo/redo. Movement was already gated out via ControlEnabled.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-06-30 19:53:26 +02:00