AI Slop Code Risk Monitor

Facepunch/sbox-public

SlopCodeMonitor badge for Facepunch/sbox-public Adjusted legacy signal; badge bands: 25 / 50 / 75 (different from dashboard bands).

s&box is a modern game engine, built on Valve's Source 2 and the latest .NET technology, it provides a modern intuitive editor for creating games

1.9 Low pattern signal View on GitHub

Open-Source Code Quality, Security and Technical Debt Review

This report summarizes scanner evidence for Facepunch/sbox-public, a C# project with 6,516 GitHub stars. SynthScan examined 1,226,548 lines of code across 6207 source files, recording 2086 pattern matches distributed across 12 syntactic categories. The legacy adjusted pattern signal is 1.9 (Low pattern signal); it is not an authorship estimate.

Use the findings to ask whether maintainers can explain intent, verify dependencies, simplify unnecessary scaffolding, and focus review effort. Risk Payload v1 adds ownership, supply-chain, over-engineering, and review-effort vectors when available. These are prompts for human verification, not probabilities, security findings, or measured maintenance costs.

1.9
Adjusted Signal
1.9
Raw Pattern Score
100%
Time Factor
2026-10-31
Last Push
6.5K
Stars
C#
Language
1.2M
Lines of Code
6.2K
Files
2.1K
Pattern Hits
2026-10-31
Scan Date
0.00
HC Hit Rate

Risk Review · Payload v1

Use each vector to guide manual verification of the underlying findings.

Payload schema: 1.0.0 · Engine: 2.0.0 · Scoring: heuristic-density-v1 · Scan date: 2026-10-31.

Cognitive Ownership Risk 7.7/100 · LOW

Can maintainers explain intent, assumptions, and trade-offs? 1977 finding(s).

Hallucinated Dependency & Supply Chain Risk 0.7/100 · LOW

Are imports declared and package/API names verified? 55 finding(s).

Agent Over-Engineering Ratio 0.7/100 · LOW

Are wrappers, guards, and repeated structures necessary? 54 finding(s).

PR Review Velocity Impact 9.3/100 · LOW

Which changes need focused human review? 2086 finding(s).

What These Metrics Mean

Adjusted Signal
Legacy pattern score normalized per 1,000 scanned lines and multiplied by the repository-level time factor. It is not an estimate of AI authorship.
Raw Pattern Score
Sum of severity- and context-weighted pattern findings before applying the time factor.
Time Factor
A coarse multiplier based on repository last-push metadata. It does not identify when individual code was written.
Pattern Hits
Count of configured pattern findings. Review each location and surrounding code before acting.
HC Hit Rate
High- and critical-severity findings per scanned file. Severity is a configured detector weight, not proof of a vulnerability or authorship.
Lines / Files
Scan coverage denominators used by the legacy normalized score.

Pattern-Signal History

This chart tracks the legacy adjusted pattern score across scan runs. Changes can reflect source changes, scan coverage, or detector/scoring versions; they do not measure AI adoption or prove that a team refactored code. Compare runs only when their scoring versions are compatible. The dashed line tracks the raw pattern-hit count.

Severity Breakdown

Groups findings by configured severity weight. Severity is not a confidence estimate, security rating, or proof that a package is missing. Verify imports against the project's manifests and inspect each finding in its local design context.

CRITICAL 16HIGH 11MEDIUM 56LOW 2003

Directory Score Breakdown

This horizontal bar chart shows where configured pattern scores accumulate across directories. Treat the bars as locations to inspect, not as evidence of authorship or code quality. Use the file-level findings to decide whether a directory needs a focused ownership, dependency, complexity, or review check.

Pattern Findings

The scanner identified 2086 distinct pattern matches across 12 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a detector match to inspect in context. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.

Reading the findings table: The Severity column indicates the configured finding weight (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — legacy comment-context matches receive a ×1.5 score weight. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier under the legacy scoring model.

Over-Commented Block1913 hits · 1877 pts
SeverityFileLineSnippetContext
LOWgame/core/shaders/common/ffx/ffx_fsr1.h1//_____________________________________________________________/\_______________________________________________________COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h21////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h41// FUNCTION PERMUTATIONSCOMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h61//----------------------------------------------------------------------------------------------------------------------COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h81// // To use FsrEasuCon() on the CPU, define A_CPU instead of A_GPU.COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h101// ...COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h121// con1=cb.con1;COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h161 // +--(0)--+COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h201 AF1 lob, // Negative lobe strength.COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h281 AF2 fp=floor(pp);COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h541 FsrEasuTapH(pR,pG,pB,pW,AH2(-1.0, 0.0)-ppp.xx,AH2( 1.0, 1.0)-ppp.yy,dir,len2,lob,clp,ijfeR.xy,ijfeG.xy,ijfeB.xy);COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h561//----------------------------------------------------------------------------------------------------------------------COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h581// This stabilizes RCAS.COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h601// #define FSR_RCAS_F 1COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h621// 0.0); // The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpneCOMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h641// This is set at the limit of providing unnatural results for sharpening.COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h661////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h681//----------------------------------------------------------------------------------------------------------------------COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h781 #ifdef FSR_RCAS_PASSTHROUGH_ALPHACOMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h861 #ifdef FSR_RCAS_DENOISECOMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h881 // Can be used to convert from packed SOA to AOS for store.COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h981 AH2 lobeR=max(-hitMinR,hitMaxR);COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h1001//COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h1021#if defined(A_GPU)COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h1041// FSR - [SRTM] SIMPLE REVERSIBLE TONE-MAPPERCOMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h1061 void FsrSrtmHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){COMMENT
LOWgame/core/shaders/common/ffx/ffx_fsr1.h1081// This is done by choosing the linear nearest step point instead of perceptual nearest.COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h1//======================================================================================================================COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h21// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom theCOMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h41// A_HLSL .... Using HLSL.COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h61// - P = 1-bit integer (predicate, not using bool because 'B' is used for byte)COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h81// COMMONCOMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h121//----------------------------------------------------------------------------------------------------------------------COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h141// CPU/GPU PORTINGCOMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h161 #define retAF3 AF1 *A_RESTRICTCOMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h181 #define inAU4 AU1 *A_RESTRICTCOMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h201 #define outAF4 AF1 *A_RESTRICTCOMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h221//----------------------------------------------------------------------------------------------------------------------COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h321 #ifdef A_GCCCOMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h461////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h541 // Used to output packed constant.COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h561 #extension GL_EXT_shader_16bit_storage:requireCOMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h581 #define AP3 bvec3COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h601 #define AF3_AU3(x) uintBitsToFloat(AU3(x))COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h741 AF3 ASatF3(AF3 x){return clamp(x,AF3_(0.0),AF3_(1.0));}COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h761 #define ASB2 i8vec2COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h781 #define AH1 float16_tCOMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h801//----------------------------------------------------------------------------------------------------------------------COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h821 AH4 AH4_x(AH1 a){return AH4(a,a,a,a);}COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h901//======================================================================================================================COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h941 AD3 ASatD3(AD3 x){return clamp(x,AD3_(0.0),AD3_(1.0));}COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h1001 AU2 AWaveXorU2(AU2 v,AU1 x){return subgroupShuffleXor(v,x);}COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h1021//======================================================================================================================COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h1041 #define AU1 uint32_tCOMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h1061 #define AU1 uintCOMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h1081//----------------------------------------------------------------------------------------------------------------------COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h1201 AF3 ASatF3(AF3 x){return saturate(x);}COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h1221//======================================================================================================================COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h1241 #define AH3 min16float3COMMENT
LOWgame/core/shaders/common/ffx/ffx_a.h1261 #define AH2_AU1(x) AH2_AU1_x(AU1(x))COMMENT
1853 more matches not shown…
Hallucination Indicators16 hits · 145 pts
SeverityFileLineSnippetContext
CRITICALgame/addons/tools/Code/Mcp/AssetSystem.cs217 System.Text.Json.Nodes.JsonNode.Parse( json );CODE
CRITICALgame/addons/tools/Code/Mcp/AssetSystem.cs352 System.Text.Json.Nodes.JsonNode.Parse( json );CODE
CRITICAL…dons/tools/Code/Scene/SceneView/ScenePositionPicker.cs115 var trace = viewport.SceneView.Session.Scene.Trace.Ray( ray, rayDepth )CODE
CRITICALgame/addons/tools/Code/CodeEditors/CodeEditor.Custom.cs44 return System.Globalization.CultureInfo.CurrentCulture.TextInfo.ToTitleCase( fileName.ToLower() );CODE
CRITICALgame/editor/ActionGraph/Code/EditorNode.cs553 if ( output.Node.ActionGraph.Inputs.Values.FirstOrDefault( x => x.IsTarget )?.Name == output.Name )CODE
CRITICALengine/Sandbox.Engine/Systems/UI/Engine/TextBlock.cs692 text = System.Threading.Thread.CurrentThread.CurrentCulture.TextInfo.ToTitleCase( text );CODE
CRITICAL…ne/Systems/Networking/System/NetworkConsoleCommands.cs133 var playerCount = Networking.System.ConnectionInfo.All.Values.Count( x => x.State == Connection.ChannelState.ConnectedCODE
CRITICAL…ne/Systems/Networking/System/NetworkConsoleCommands.cs177 var players = Networking.System.ConnectionInfo.All.Values.ToArray();CODE
CRITICAL…gine/Tests/Sandbox.Test.Unit/Compiling/CompilerTest.cs266 var gameDllInfo = info.Package.Revision.Manifest.Files.Single( x => x.Path == ".assembly" );CODE
CRITICAL…ests/Sandbox.Test.Engine/UI/Styles/StyleSheetInline.cs13 Sandbox.Engine.GlobalContext.Current.UISystem.Clear();CODE
CRITICAL….Test.Engine/ContentBuild/EditorStartupContentBuild.cs613 Microsoft.VisualStudio.TestTools.UnitTesting.Assert.IsTrue( project.Success && lib.Success && misses.Success, $"No coSTRING
CRITICAL….Test.Engine/ContentBuild/EditorStartupContentBuild.cs614 Microsoft.VisualStudio.TestTools.UnitTesting.Assert.AreEqual( (compiles, failed, removed, library, 0), (Count( projecSTRING
CRITICAL…ndbox.Test.Engine/Scene/GameObjects/BreakFromPrefab.cs342 restored.Deserialize( System.Text.Json.Nodes.JsonNode.Parse( json ).AsObject() );STRING
CRITICALengine/Sandbox.Menu/MenuDll.cs442 if ( GlobalContext.Current.UISystem.RootPanels[i] == GlobalContext.Current.UISystem.Input.Hovered.FindRootPanel() )CODE
CRITICALengine/Sandbox.Tools/EditorShortcuts.cs396 .Select( x => System.Globalization.CultureInfo.CurrentCulture.TextInfo.ToTitleCase( x.ToLower() ) ) );CODE
CRITICALengine/Sandbox.Tools/ToolsDll.cs363 using ( Sandbox.Diagnostics.PerformanceStats.Timings.Editor.Scope() )CODE
Decorative Section Separators45 hits · 120 pts
SeverityFileLineSnippetContext
MEDIUMengine/Tools/SboxBuild/Program.cs62 // ── Compound commands ─────────────────────────────────────────────────────COMMENT
MEDIUMengine/Tools/SboxBuild/Program.cs129 // ── Individual step commands ──────────────────────────────────────────────COMMENT
MEDIUM…Sandbox.Engine/Systems/Physics/PhysicsWorldInternal.cs292 // ── Joint Creation ──────────────────────────────────────────────COMMENT
MEDIUMengine/Sandbox.System/Math/Spline.cs23 /// o──────═══X═══──────oCOMMENT
MEDIUMengine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs9 // ──────────────────────────────────────────────COMMENT
MEDIUMengine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs11 // ──────────────────────────────────────────────COMMENT
MEDIUMengine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs49 // ──────────────────────────────────────────────COMMENT
MEDIUMengine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs51 // ──────────────────────────────────────────────COMMENT
MEDIUMengine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs106 // ──────────────────────────────────────────────COMMENT
MEDIUMengine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs108 // ──────────────────────────────────────────────COMMENT
MEDIUMengine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs151 // ──────────────────────────────────────────────COMMENT
MEDIUMengine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs153 // ──────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs13 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs15 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs177 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs179 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs285 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs287 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs448 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs450 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs564 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs566 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs612 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs614 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs667 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs669 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs746 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs748 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs800 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs802 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs821 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs823 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs857 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs859 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs910 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs912 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs955 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs957 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs997 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs999 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs1010 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs1012 // ─────────────────────────────────────────────────────────────────────────COMMENT
MEDIUM…st.Engine/UI/Styles/PropertyCoverage/MiscProperties.cs12 // ── pointer-events (PointerEvents? : auto->null, none->None, all->All) ──────────COMMENT
MEDIUM…st.Engine/UI/Styles/PropertyCoverage/MiscProperties.cs69 // ── text-filter (Rendering.FilterMode?) ────────────────────────────────────────COMMENT
MEDIUM…st.Engine/UI/Styles/PropertyCoverage/MiscProperties.cs102 // ── text-background-angle (Length?) ────────────────────────────────────────────COMMENT
Cross-File Repetition8 hits · 40 pts
SeverityFileLineSnippetContext
HIGH…est.Integration/Scene/Prefab/Prefab.Instances.Clone.cs0" { "__guid": "fab370f8-2e2c-48cf-a523-e4be49723490", "name": "object", "position": "788.8395,-1793.604,-1218.092", "scaSTRING
HIGH…on/Scene/Prefab/Prefab.Instances.PrefabInstanceData.cs0" { "__guid": "fab370f8-2e2c-48cf-a523-e4be49723490", "name": "object", "position": "788.8395,-1793.604,-1218.092", "scaSTRING
HIGH….Integration/Scene/Prefab/Prefab.Instances.Reparent.cs0" { "__guid": "fab370f8-2e2c-48cf-a523-e4be49723490", "name": "object", "position": "788.8395,-1793.604,-1218.092", "scaSTRING
HIGH…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs0" { "__guid": "fab370f8-2e2c-48cf-a523-e4be49723490", "name": "object", "position": "788.8395,-1793.604,-1218.092", "scaSTRING
HIGH…est.Integration/Scene/Prefab/Prefab.Instances.Clone.cs0" { "__guid": "16a942f3-8b7c-4b6e-a14b-5854d568e256", "name": "outerprefab", "position": "0,0,0", "enabled": true, "compSTRING
HIGH…on/Scene/Prefab/Prefab.Instances.PrefabInstanceData.cs0" { "__guid": "16a942f3-8b7c-4b6e-a14b-5854d568e256", "name": "outerprefab", "position": "0,0,0", "enabled": true, "compSTRING
HIGH….Integration/Scene/Prefab/Prefab.Instances.Reparent.cs0" { "__guid": "16a942f3-8b7c-4b6e-a14b-5854d568e256", "name": "outerprefab", "position": "0,0,0", "enabled": true, "compSTRING
HIGH…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs0" { "__guid": "16a942f3-8b7c-4b6e-a14b-5854d568e256", "name": "outerprefab", "position": "0,0,0", "enabled": true, "compSTRING
Fake / Example Data39 hits · 32 pts
SeverityFileLineSnippetContext
LOWgame/unittest/metadata_large.json1683 "about": "Ex mollit ut sint quis proident proident est. Aliquip ipsum sit mollit quis velit irure. Labore nisi ipsCODE
LOWgame/unittest/metadata_large.json4383 "about": "Reprehenderit sint magna commodo ut. Veniam est in amet fugiat proident qui cupidatat laborum officia niCODE
LOWgame/unittest/metadata_large.json10053 "about": "Culpa commodo incididunt aliquip elit est. Reprehenderit Lorem ipsum duis eu fugiat. Eu deserunt nulla uCODE
LOWgame/unittest/metadata_large.json10998 "about": "Esse nostrud ullamco ea sint sunt reprehenderit. Sit ea ea fugiat laboris excepteur Lorem ipsum reprehenCODE
LOWgame/unittest/metadata_large.json19143 "about": "Ex sit Lorem nostrud irure consectetur deserunt sunt Lorem ipsum ex excepteur. Sunt tempor sunt eu aliquCODE
LOW…s/tools/Code/Widgets/PanelControls/AssetPathControl.cs101 Add.Label( typeName, "placeholder" );STRING
LOWengine/Launcher/PanelGallery/Controls/Controls.cs293 placeholderLabel = Add.Label( placeholder ?? "", "placeholder" );CODE
LOWengine/Sandbox.Engine/Systems/UI/Controls/TextEntry.cs981 Label.SetClass( "placeholder", isPlaceholder );CODE
LOWengine/Sandbox.Engine/Systems/UI/Controls/TextEntry.cs1006 if ( name == "placeholder" )CODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs64 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs64 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs103 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs103 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs143 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs143 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs183 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs183 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs224 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs224 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs265 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs265 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs305 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs305 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs345 root_child0.Context = "Lorem ipsum";CODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs385 root_child0.Context = "Lorem ipsum";CODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs425 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs425 root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. InteCODE
LOW…/Tests/Sandbox.Test.Unit/Json/Diff/NestedContainers.cs17 "name": "Acme Inc",STRING
LOW…/Tests/Sandbox.Test.Unit/Json/Diff/NestedContainers.cs113 "name": "Acme Inc",STRING
LOW…/Tests/Sandbox.Test.Unit/Json/Diff/NestedContainers.cs151 "name": "Acme Inc",STRING
LOW…gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs61 "name": "Acme Inc",STRING
LOW…gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs89 "name": "Acme Inc",STRING
LOW…gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs147 "name": "Acme Inc",STRING
LOW…gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs265 "name": "Acme Inc",STRING
LOW…gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs305 "name": "Acme Inc",STRING
LOW…gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs375 "name": "Acme Inc",STRING
LOW…gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs397 "name": "Acme Inc",STRING
LOWengine/Tests/Sandbox.Test.Unit/Json/Diff/Basic.cs17 "name": "Acme Inc",STRING
LOWengine/Tests/Sandbox.Test.Unit/Json/Diff/Basic.cs44 "name": "Acme Corp",STRING
AI Slop Vocabulary9 hits · 27 pts
SeverityFileLineSnippetContext
MEDIUM…e/addons/menu/Code/Overlay/PartyInviteToast.razor.scss142 // The card's own blue, so the top of the pile turning into the next card is seamlessCOMMENT
MEDIUMengine/Launcher/SceneLab/LightModulatorScenes.cs182 /// Cache a seamless procedural caustic pattern for this showcase.COMMENT
MEDIUM…ine/Sandbox.Engine/Scene/Components/Terrain/Terrain.cs244 // Absolutely fucked if these aren't validCOMMENT
MEDIUMengine/Sandbox.Engine/Systems/Render/RenderTarget.cs6/// Essentially wraps a couple of textures that we're going to render to. The color texture and the depth texture.COMMENT
MEDIUMengine/Tests/Sandbox.Test.Unit/Hotload/Replace.cs1303 /// Definitely persist anonymous types that don't change members.COMMENT
MEDIUMengine/Sandbox.Layout/Layout/Baseline.cs7 /// or an ancestor aligns items by baseline), so their passes stay complete. Absolutely positionedCOMMENT
MEDIUMengine/Sandbox.Layout/Layout/Block/BlockLayout.cs398 // Absolutely positioned descendantsCOMMENT
MEDIUMengine/Sandbox.Layout/Layout/Grid/GridLayout.cs526 // Absolutely positioned children: the grid area of their placement, or the padding boxCOMMENT
MEDIUM…t.AspNetCore.Razor.Language/Legacy/CSharpCodeParser.cs1119 // Parse to the end of the line. Essentially accepts anything until end of line, comments, invalid codeCOMMENT
Synthetic Comment Markers2 hits · 15 pts
SeverityFileLineSnippetContext
HIGH…pNetCore.Razor.Language/ComponentResources.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…rosoft.AspNetCore.Razor.Language/Resources.Designer.cs3// This code was generated by a tool.COMMENT
Verbosity Indicators24 hits · 15 pts
SeverityFileLineSnippetContext
LOW…ing/Transports/SteamNetworkSockets/SteamConnections.cs138 // We need to check if the client has a valid authentication ticket.COMMENT
LOW…ndbox.System/SerializedObject/MultiSerializedObject.cs12 // Last 2 elements is all we need to check if there is more than 2 we want to return fallbackCOMMENT
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs459 // Step 1: Create the nested prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs466 // Step 2: Create the outer prefab containing the nested prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs477 // Step 3: Modify the nested prefab by adding a new componentSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs481 // Step 4: Save the changes to the nested prefab fileSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs484 // Step 5: Verify that the changes in the nested prefab are reflected in the outer prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs504 // Step 1: Create the inner prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs509 // Step 2: Create the outer prefab containing the inner prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs514 // Step 3: Create a scene and instantiate the outer prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs521 // Step 4: Get the inner prefab instance within the outer prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs529 // Step 5: Test OutermostPrefabInstanceRoot from different levelsSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs559 // Step 2: Create a scene and instantiate prefab ASTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs567 // Step 3: At runtime, instantiate prefab B and parent it to instanceASTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs582 // Step 4: Create a new GameObject inside instanceBSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs589 // Step 5: Create a new GameObject inside instanceA (but not part of instanceB)STRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs771 // Step 1: Create the innermost prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs776 // Step 2: Create the middle prefab that contains an instance of the innermost prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs781 // Step 3: Create the outermost prefab that contains an instance of the middle prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs786 // Step 4: Create a test scene and instantiate the outermost prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs791 // Step 5: Verify the initial structure is correctSTRING
LOW…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs545 // Step 1: Create two prefabsSTRING
LOW…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs808 // Step 6: Serialize and then deserialize the nested_nested instanceSTRING
LOW…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs819 // Step 7: Assert that the instance maintains proper identity and prefab relationshipsSTRING
Structural Annotation Overuse23 hits · 13 pts
SeverityFileLineSnippetContext
LOW…itor/Wizards/Publish/PublishPage.1.ReviewWizardPage.cs9 /// Step 1 - is the org and ident all correct? Does the package already exist? Does it match this package type?COMMENT
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs459 // Step 1: Create the nested prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs466 // Step 2: Create the outer prefab containing the nested prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs477 // Step 3: Modify the nested prefab by adding a new componentSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs481 // Step 4: Save the changes to the nested prefab fileSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs484 // Step 5: Verify that the changes in the nested prefab are reflected in the outer prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs504 // Step 1: Create the inner prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs509 // Step 2: Create the outer prefab containing the inner prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs514 // Step 3: Create a scene and instantiate the outer prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs521 // Step 4: Get the inner prefab instance within the outer prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs529 // Step 5: Test OutermostPrefabInstanceRoot from different levelsSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs559 // Step 2: Create a scene and instantiate prefab ASTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs567 // Step 3: At runtime, instantiate prefab B and parent it to instanceASTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs582 // Step 4: Create a new GameObject inside instanceBSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs589 // Step 5: Create a new GameObject inside instanceA (but not part of instanceB)STRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs771 // Step 1: Create the innermost prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs776 // Step 2: Create the middle prefab that contains an instance of the innermost prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs781 // Step 3: Create the outermost prefab that contains an instance of the middle prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs786 // Step 4: Create a test scene and instantiate the outermost prefabSTRING
LOW⚡…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs791 // Step 5: Verify the initial structure is correctSTRING
LOW…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs545 // Step 1: Create two prefabsSTRING
LOW…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs808 // Step 6: Serialize and then deserialize the nested_nested instanceSTRING
LOW…box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs819 // Step 7: Assert that the instance maintains proper identity and prefab relationshipsSTRING
Slop Phrases5 hits · 10 pts
SeverityFileLineSnippetContext
MEDIUM…itor/ActionGraph/Code/NodeTypes/LocalTargetNodeType.cs27 /// Same idea as how in C# you can replace <c>this.Foo()</c> with just <c>Foo()</c>.COMMENT
MEDIUM.github/ISSUE_TEMPLATE/feature_request.yml10 placeholder: I'm unable to...CODE
LOW…e/Scene/Components/Utility/VolumeSystem/SceneVolume.cs214 /// a system where you prioritize by volume size. Don't forget to multiply by scale!COMMENT
LOW…ndbox.System/SerializedObject/MultiSerializedObject.cs30 /// Add an object. Don't forget to rebuild after editing!COMMENT
LOWengine/Sandbox.Tools/Qt/Graphic/GraphicsItem.cs537 // NB! Don't forget to increase the d_ptr->flags bit field by 1 when adding a new flag.COMMENT
Empty Error Handlers1 hit · 5 pts
SeverityFileLineSnippetContext
HIGHengine/Tools/SboxBuild/Steps/SyncPublicRepoFilter.py158except UnicodeDecodeError:CODE
Example Usage Blocks1 hit · 2 pts
SeverityFileLineSnippetContext
LOWengine/Sandbox.Engine/Resources/Sampler/SamplerState.cs8/// Example usage:COMMENT