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>
Hide remote avatars until this client has actually applied a snapshot
reaching the owner-published baseline cutoff, preventing the default
grey/white material from flashing before a player's painting has loaded.
- PlayerPaintSync: owner-authoritative _publishedCutoff NetworkVariable,
receiver tracks _appliedCutoff; explicit blank publish for never-painted
avatars so they still reveal.
- NetworkPlayerSetup: cache _paintSync, hide body renderers on spawn, gate
UpdateVisibility on PaintRevealReady.
- MeshPainter.Pick: fur toggle now follows pickedHeight (own paint-mesh
only), matching the Occlusion/Height pipette behaviour.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Fur-Map trägt nur noch R = Länge (linearer Datenkanal); Farbe kommt per-texel
aus der Live-Albedo-RT (an _BaseMap des Shell-Shaders gebunden)
- Toggle_Fur als echtes Gate (IsChannelActive = fur), Default aus, furLength 0.5
- Weicher Alpha-Übergang (radial/tip/length coverage) statt Hard-Clip; Transparent-
Pass mit Depth-Bias (Offset -1,-1) gegen Body-Durchflimmern
- Root dunkler / Tip heller aus gemalter Farbe abgeleitet (kein Fix-Tint)
- Gravity/Curl in World-Space nach Transform (unabhängig von Mesh-Rotation)
- Pipette aktiviert Fur-Toggle immer; liest R-Kanal als Länge
- First-Person blendet FurShellRenderer mit aus
- Netzwerk (FlagFur), Undo, Persistence (fur.png R=Länge) mitgezogen
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>