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
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.
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.
Can maintainers explain intent, assumptions, and trade-offs? 1977 finding(s).
Are imports declared and package/API names verified? 55 finding(s).
Are wrappers, guards, and repeated structures necessary? 54 finding(s).
Which changes need focused human review? 2086 finding(s).
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.
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.
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.
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.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 1 | //_____________________________________________________________/\_______________________________________________________ | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 21 | //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 41 | // FUNCTION PERMUTATIONS | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 61 | //---------------------------------------------------------------------------------------------------------------------- | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 81 | // // To use FsrEasuCon() on the CPU, define A_CPU instead of A_GPU. | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 101 | // ... | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 121 | // con1=cb.con1; | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 161 | // +--(0)--+ | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 201 | AF1 lob, // Negative lobe strength. | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 281 | AF2 fp=floor(pp); | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 541 | 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 |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 561 | //---------------------------------------------------------------------------------------------------------------------- | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 581 | // This stabilizes RCAS. | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 601 | // #define FSR_RCAS_F 1 | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 621 | // 0.0); // The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpne | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 641 | // This is set at the limit of providing unnatural results for sharpening. | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 661 | //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 681 | //---------------------------------------------------------------------------------------------------------------------- | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 781 | #ifdef FSR_RCAS_PASSTHROUGH_ALPHA | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 861 | #ifdef FSR_RCAS_DENOISE | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 881 | // Can be used to convert from packed SOA to AOS for store. | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 981 | AH2 lobeR=max(-hitMinR,hitMaxR); | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 1001 | // | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 1021 | #if defined(A_GPU) | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 1041 | // FSR - [SRTM] SIMPLE REVERSIBLE TONE-MAPPER | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 1061 | void FsrSrtmHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){ | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_fsr1.h | 1081 | // This is done by choosing the linear nearest step point instead of perceptual nearest. | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 1 | //====================================================================================================================== | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 21 | // modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 41 | // A_HLSL .... Using HLSL. | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 61 | // - P = 1-bit integer (predicate, not using bool because 'B' is used for byte) | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 81 | // COMMON | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 121 | //---------------------------------------------------------------------------------------------------------------------- | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 141 | // CPU/GPU PORTING | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 161 | #define retAF3 AF1 *A_RESTRICT | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 181 | #define inAU4 AU1 *A_RESTRICT | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 201 | #define outAF4 AF1 *A_RESTRICT | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 221 | //---------------------------------------------------------------------------------------------------------------------- | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 321 | #ifdef A_GCC | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 461 | //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 541 | // Used to output packed constant. | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 561 | #extension GL_EXT_shader_16bit_storage:require | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 581 | #define AP3 bvec3 | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 601 | #define AF3_AU3(x) uintBitsToFloat(AU3(x)) | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 741 | AF3 ASatF3(AF3 x){return clamp(x,AF3_(0.0),AF3_(1.0));} | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 761 | #define ASB2 i8vec2 | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 781 | #define AH1 float16_t | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 801 | //---------------------------------------------------------------------------------------------------------------------- | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 821 | AH4 AH4_x(AH1 a){return AH4(a,a,a,a);} | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 901 | //====================================================================================================================== | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 941 | AD3 ASatD3(AD3 x){return clamp(x,AD3_(0.0),AD3_(1.0));} | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 1001 | AU2 AWaveXorU2(AU2 v,AU1 x){return subgroupShuffleXor(v,x);} | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 1021 | //====================================================================================================================== | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 1041 | #define AU1 uint32_t | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 1061 | #define AU1 uint | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 1081 | //---------------------------------------------------------------------------------------------------------------------- | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 1201 | AF3 ASatF3(AF3 x){return saturate(x);} | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 1221 | //====================================================================================================================== | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 1241 | #define AH3 min16float3 | COMMENT |
| LOW | game/core/shaders/common/ffx/ffx_a.h | 1261 | #define AH2_AU1(x) AH2_AU1_x(AU1(x)) | COMMENT |
| 1853 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| CRITICAL | game/addons/tools/Code/Mcp/AssetSystem.cs | 217 | System.Text.Json.Nodes.JsonNode.Parse( json ); | CODE |
| CRITICAL | game/addons/tools/Code/Mcp/AssetSystem.cs | 352 | System.Text.Json.Nodes.JsonNode.Parse( json ); | CODE |
| CRITICAL | …dons/tools/Code/Scene/SceneView/ScenePositionPicker.cs | 115 | var trace = viewport.SceneView.Session.Scene.Trace.Ray( ray, rayDepth ) | CODE |
| CRITICAL | game/addons/tools/Code/CodeEditors/CodeEditor.Custom.cs | 44 | return System.Globalization.CultureInfo.CurrentCulture.TextInfo.ToTitleCase( fileName.ToLower() ); | CODE |
| CRITICAL | game/editor/ActionGraph/Code/EditorNode.cs | 553 | if ( output.Node.ActionGraph.Inputs.Values.FirstOrDefault( x => x.IsTarget )?.Name == output.Name ) | CODE |
| CRITICAL | engine/Sandbox.Engine/Systems/UI/Engine/TextBlock.cs | 692 | text = System.Threading.Thread.CurrentThread.CurrentCulture.TextInfo.ToTitleCase( text ); | CODE |
| CRITICAL | …ne/Systems/Networking/System/NetworkConsoleCommands.cs | 133 | var playerCount = Networking.System.ConnectionInfo.All.Values.Count( x => x.State == Connection.ChannelState.Connected | CODE |
| CRITICAL | …ne/Systems/Networking/System/NetworkConsoleCommands.cs | 177 | var players = Networking.System.ConnectionInfo.All.Values.ToArray(); | CODE |
| CRITICAL | …gine/Tests/Sandbox.Test.Unit/Compiling/CompilerTest.cs | 266 | var gameDllInfo = info.Package.Revision.Manifest.Files.Single( x => x.Path == ".assembly" ); | CODE |
| CRITICAL | …ests/Sandbox.Test.Engine/UI/Styles/StyleSheetInline.cs | 13 | Sandbox.Engine.GlobalContext.Current.UISystem.Clear(); | CODE |
| CRITICAL | ….Test.Engine/ContentBuild/EditorStartupContentBuild.cs | 613 | Microsoft.VisualStudio.TestTools.UnitTesting.Assert.IsTrue( project.Success && lib.Success && misses.Success, $"No co | STRING |
| CRITICAL | ….Test.Engine/ContentBuild/EditorStartupContentBuild.cs | 614 | Microsoft.VisualStudio.TestTools.UnitTesting.Assert.AreEqual( (compiles, failed, removed, library, 0), (Count( projec | STRING |
| CRITICAL | …ndbox.Test.Engine/Scene/GameObjects/BreakFromPrefab.cs | 342 | restored.Deserialize( System.Text.Json.Nodes.JsonNode.Parse( json ).AsObject() ); | STRING |
| CRITICAL | engine/Sandbox.Menu/MenuDll.cs | 442 | if ( GlobalContext.Current.UISystem.RootPanels[i] == GlobalContext.Current.UISystem.Input.Hovered.FindRootPanel() ) | CODE |
| CRITICAL | engine/Sandbox.Tools/EditorShortcuts.cs | 396 | .Select( x => System.Globalization.CultureInfo.CurrentCulture.TextInfo.ToTitleCase( x.ToLower() ) ) ); | CODE |
| CRITICAL | engine/Sandbox.Tools/ToolsDll.cs | 363 | using ( Sandbox.Diagnostics.PerformanceStats.Timings.Editor.Scope() ) | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | engine/Tools/SboxBuild/Program.cs | 62 | // ── Compound commands ───────────────────────────────────────────────────── | COMMENT |
| MEDIUM | engine/Tools/SboxBuild/Program.cs | 129 | // ── Individual step commands ────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Sandbox.Engine/Systems/Physics/PhysicsWorldInternal.cs | 292 | // ── Joint Creation ────────────────────────────────────────────── | COMMENT |
| MEDIUM | engine/Sandbox.System/Math/Spline.cs | 23 | /// o──────═══X═══──────o | COMMENT |
| MEDIUM | engine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs | 9 | // ────────────────────────────────────────────── | COMMENT |
| MEDIUM | engine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs | 11 | // ────────────────────────────────────────────── | COMMENT |
| MEDIUM | engine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs | 49 | // ────────────────────────────────────────────── | COMMENT |
| MEDIUM | engine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs | 51 | // ────────────────────────────────────────────── | COMMENT |
| MEDIUM | engine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs | 106 | // ────────────────────────────────────────────── | COMMENT |
| MEDIUM | engine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs | 108 | // ────────────────────────────────────────────── | COMMENT |
| MEDIUM | engine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs | 151 | // ────────────────────────────────────────────── | COMMENT |
| MEDIUM | engine/Tests/Sandbox.Test.Unit/Doo/DooTests.cs | 153 | // ────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 13 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 15 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 177 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 179 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 285 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 287 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 448 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 450 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 564 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 566 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 612 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 614 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 667 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 669 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 746 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 748 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 800 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 802 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 821 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 823 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 857 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 859 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 910 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 912 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 955 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 957 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 997 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 999 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 1010 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …Engine/UI/Styles/PropertyCoverage/EffectsProperties.cs | 1012 | // ───────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | …st.Engine/UI/Styles/PropertyCoverage/MiscProperties.cs | 12 | // ── pointer-events (PointerEvents? : auto->null, none->None, all->All) ────────── | COMMENT |
| MEDIUM | …st.Engine/UI/Styles/PropertyCoverage/MiscProperties.cs | 69 | // ── text-filter (Rendering.FilterMode?) ──────────────────────────────────────── | COMMENT |
| MEDIUM | …st.Engine/UI/Styles/PropertyCoverage/MiscProperties.cs | 102 | // ── text-background-angle (Length?) ──────────────────────────────────────────── | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | …est.Integration/Scene/Prefab/Prefab.Instances.Clone.cs | 0 | " { "__guid": "fab370f8-2e2c-48cf-a523-e4be49723490", "name": "object", "position": "788.8395,-1793.604,-1218.092", "sca | STRING |
| HIGH | …on/Scene/Prefab/Prefab.Instances.PrefabInstanceData.cs | 0 | " { "__guid": "fab370f8-2e2c-48cf-a523-e4be49723490", "name": "object", "position": "788.8395,-1793.604,-1218.092", "sca | STRING |
| HIGH | ….Integration/Scene/Prefab/Prefab.Instances.Reparent.cs | 0 | " { "__guid": "fab370f8-2e2c-48cf-a523-e4be49723490", "name": "object", "position": "788.8395,-1793.604,-1218.092", "sca | STRING |
| HIGH | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 0 | " { "__guid": "fab370f8-2e2c-48cf-a523-e4be49723490", "name": "object", "position": "788.8395,-1793.604,-1218.092", "sca | STRING |
| HIGH | …est.Integration/Scene/Prefab/Prefab.Instances.Clone.cs | 0 | " { "__guid": "16a942f3-8b7c-4b6e-a14b-5854d568e256", "name": "outerprefab", "position": "0,0,0", "enabled": true, "comp | STRING |
| HIGH | …on/Scene/Prefab/Prefab.Instances.PrefabInstanceData.cs | 0 | " { "__guid": "16a942f3-8b7c-4b6e-a14b-5854d568e256", "name": "outerprefab", "position": "0,0,0", "enabled": true, "comp | STRING |
| HIGH | ….Integration/Scene/Prefab/Prefab.Instances.Reparent.cs | 0 | " { "__guid": "16a942f3-8b7c-4b6e-a14b-5854d568e256", "name": "outerprefab", "position": "0,0,0", "enabled": true, "comp | STRING |
| HIGH | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 0 | " { "__guid": "16a942f3-8b7c-4b6e-a14b-5854d568e256", "name": "outerprefab", "position": "0,0,0", "enabled": true, "comp | STRING |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | game/unittest/metadata_large.json | 1683 | "about": "Ex mollit ut sint quis proident proident est. Aliquip ipsum sit mollit quis velit irure. Labore nisi ips | CODE |
| LOW | game/unittest/metadata_large.json | 4383 | "about": "Reprehenderit sint magna commodo ut. Veniam est in amet fugiat proident qui cupidatat laborum officia ni | CODE |
| LOW | game/unittest/metadata_large.json | 10053 | "about": "Culpa commodo incididunt aliquip elit est. Reprehenderit Lorem ipsum duis eu fugiat. Eu deserunt nulla u | CODE |
| LOW | game/unittest/metadata_large.json | 10998 | "about": "Esse nostrud ullamco ea sint sunt reprehenderit. Sit ea ea fugiat laboris excepteur Lorem ipsum reprehen | CODE |
| LOW | game/unittest/metadata_large.json | 19143 | "about": "Ex sit Lorem nostrud irure consectetur deserunt sunt Lorem ipsum ex excepteur. Sunt tempor sunt eu aliqu | CODE |
| LOW | …s/tools/Code/Widgets/PanelControls/AssetPathControl.cs | 101 | Add.Label( typeName, "placeholder" ); | STRING |
| LOW | engine/Launcher/PanelGallery/Controls/Controls.cs | 293 | placeholderLabel = Add.Label( placeholder ?? "", "placeholder" ); | CODE |
| LOW | engine/Sandbox.Engine/Systems/UI/Controls/TextEntry.cs | 981 | Label.SetClass( "placeholder", isPlaceholder ); | CODE |
| LOW | engine/Sandbox.Engine/Systems/UI/Controls/TextEntry.cs | 1006 | if ( name == "placeholder" ) | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 64 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 64 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 103 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 103 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 143 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 143 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 183 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 183 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 224 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 224 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 265 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 265 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 305 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 305 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 345 | root_child0.Context = "Lorem ipsum"; | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 385 | root_child0.Context = "Lorem ipsum"; | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 425 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | ….Test.Unit/Layout/FlexConformance/IntrinsicSizeTest.cs | 425 | root_child0.Context = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed eleifasd et tortor ac auctor. Inte | CODE |
| LOW | …/Tests/Sandbox.Test.Unit/Json/Diff/NestedContainers.cs | 17 | "name": "Acme Inc", | STRING |
| LOW | …/Tests/Sandbox.Test.Unit/Json/Diff/NestedContainers.cs | 113 | "name": "Acme Inc", | STRING |
| LOW | …/Tests/Sandbox.Test.Unit/Json/Diff/NestedContainers.cs | 151 | "name": "Acme Inc", | STRING |
| LOW | …gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs | 61 | "name": "Acme Inc", | STRING |
| LOW | …gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs | 89 | "name": "Acme Inc", | STRING |
| LOW | …gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs | 147 | "name": "Acme Inc", | STRING |
| LOW | …gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs | 265 | "name": "Acme Inc", | STRING |
| LOW | …gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs | 305 | "name": "Acme Inc", | STRING |
| LOW | …gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs | 375 | "name": "Acme Inc", | STRING |
| LOW | …gine/Tests/Sandbox.Test.Unit/Json/Diff/PartialApply.cs | 397 | "name": "Acme Inc", | STRING |
| LOW | engine/Tests/Sandbox.Test.Unit/Json/Diff/Basic.cs | 17 | "name": "Acme Inc", | STRING |
| LOW | engine/Tests/Sandbox.Test.Unit/Json/Diff/Basic.cs | 44 | "name": "Acme Corp", | STRING |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | …e/addons/menu/Code/Overlay/PartyInviteToast.razor.scss | 142 | // The card's own blue, so the top of the pile turning into the next card is seamless | COMMENT |
| MEDIUM | engine/Launcher/SceneLab/LightModulatorScenes.cs | 182 | /// Cache a seamless procedural caustic pattern for this showcase. | COMMENT |
| MEDIUM | …ine/Sandbox.Engine/Scene/Components/Terrain/Terrain.cs | 244 | // Absolutely fucked if these aren't valid | COMMENT |
| MEDIUM | engine/Sandbox.Engine/Systems/Render/RenderTarget.cs | 6 | /// Essentially wraps a couple of textures that we're going to render to. The color texture and the depth texture. | COMMENT |
| MEDIUM | engine/Tests/Sandbox.Test.Unit/Hotload/Replace.cs | 1303 | /// Definitely persist anonymous types that don't change members. | COMMENT |
| MEDIUM | engine/Sandbox.Layout/Layout/Baseline.cs | 7 | /// or an ancestor aligns items by baseline), so their passes stay complete. Absolutely positioned | COMMENT |
| MEDIUM | engine/Sandbox.Layout/Layout/Block/BlockLayout.cs | 398 | // Absolutely positioned descendants | COMMENT |
| MEDIUM | engine/Sandbox.Layout/Layout/Grid/GridLayout.cs | 526 | // Absolutely positioned children: the grid area of their placement, or the padding box | COMMENT |
| MEDIUM | …t.AspNetCore.Razor.Language/Legacy/CSharpCodeParser.cs | 1119 | // Parse to the end of the line. Essentially accepts anything until end of line, comments, invalid code | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | …pNetCore.Razor.Language/ComponentResources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …rosoft.AspNetCore.Razor.Language/Resources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …ing/Transports/SteamNetworkSockets/SteamConnections.cs | 138 | // We need to check if the client has a valid authentication ticket. | COMMENT |
| LOW | …ndbox.System/SerializedObject/MultiSerializedObject.cs | 12 | // Last 2 elements is all we need to check if there is more than 2 we want to return fallback | COMMENT |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 459 | // Step 1: Create the nested prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 466 | // Step 2: Create the outer prefab containing the nested prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 477 | // Step 3: Modify the nested prefab by adding a new component | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 481 | // Step 4: Save the changes to the nested prefab file | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 484 | // Step 5: Verify that the changes in the nested prefab are reflected in the outer prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 504 | // Step 1: Create the inner prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 509 | // Step 2: Create the outer prefab containing the inner prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 514 | // Step 3: Create a scene and instantiate the outer prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 521 | // Step 4: Get the inner prefab instance within the outer prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 529 | // Step 5: Test OutermostPrefabInstanceRoot from different levels | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 559 | // Step 2: Create a scene and instantiate prefab A | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 567 | // Step 3: At runtime, instantiate prefab B and parent it to instanceA | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 582 | // Step 4: Create a new GameObject inside instanceB | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 589 | // Step 5: Create a new GameObject inside instanceA (but not part of instanceB) | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 771 | // Step 1: Create the innermost prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 776 | // Step 2: Create the middle prefab that contains an instance of the innermost prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 781 | // Step 3: Create the outermost prefab that contains an instance of the middle prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 786 | // Step 4: Create a test scene and instantiate the outermost prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 791 | // Step 5: Verify the initial structure is correct | STRING |
| LOW | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 545 | // Step 1: Create two prefabs | STRING |
| LOW | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 808 | // Step 6: Serialize and then deserialize the nested_nested instance | STRING |
| LOW | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 819 | // Step 7: Assert that the instance maintains proper identity and prefab relationships | STRING |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …itor/Wizards/Publish/PublishPage.1.ReviewWizardPage.cs | 9 | /// 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.cs | 459 | // Step 1: Create the nested prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 466 | // Step 2: Create the outer prefab containing the nested prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 477 | // Step 3: Modify the nested prefab by adding a new component | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 481 | // Step 4: Save the changes to the nested prefab file | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 484 | // Step 5: Verify that the changes in the nested prefab are reflected in the outer prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 504 | // Step 1: Create the inner prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 509 | // Step 2: Create the outer prefab containing the inner prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 514 | // Step 3: Create a scene and instantiate the outer prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 521 | // Step 4: Get the inner prefab instance within the outer prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 529 | // Step 5: Test OutermostPrefabInstanceRoot from different levels | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 559 | // Step 2: Create a scene and instantiate prefab A | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 567 | // Step 3: At runtime, instantiate prefab B and parent it to instanceA | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 582 | // Step 4: Create a new GameObject inside instanceB | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 589 | // Step 5: Create a new GameObject inside instanceA (but not part of instanceB) | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 771 | // Step 1: Create the innermost prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 776 | // Step 2: Create the middle prefab that contains an instance of the innermost prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 781 | // Step 3: Create the outermost prefab that contains an instance of the middle prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 786 | // Step 4: Create a test scene and instantiate the outermost prefab | STRING |
| LOW⚡ | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 791 | // Step 5: Verify the initial structure is correct | STRING |
| LOW | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 545 | // Step 1: Create two prefabs | STRING |
| LOW | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 808 | // Step 6: Serialize and then deserialize the nested_nested instance | STRING |
| LOW | …box.Test.Integration/Scene/Prefab/Prefabs.Instances.cs | 819 | // Step 7: Assert that the instance maintains proper identity and prefab relationships | STRING |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | …itor/ActionGraph/Code/NodeTypes/LocalTargetNodeType.cs | 27 | /// 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.yml | 10 | placeholder: I'm unable to... | CODE |
| LOW | …e/Scene/Components/Utility/VolumeSystem/SceneVolume.cs | 214 | /// a system where you prioritize by volume size. Don't forget to multiply by scale! | COMMENT |
| LOW | …ndbox.System/SerializedObject/MultiSerializedObject.cs | 30 | /// Add an object. Don't forget to rebuild after editing! | COMMENT |
| LOW | engine/Sandbox.Tools/Qt/Graphic/GraphicsItem.cs | 537 | // NB! Don't forget to increase the d_ptr->flags bit field by 1 when adding a new flag. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | engine/Tools/SboxBuild/Steps/SyncPublicRepoFilter.py | 158 | except UnicodeDecodeError: | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | engine/Sandbox.Engine/Resources/Sampler/SamplerState.cs | 8 | /// Example usage: | COMMENT |