#sbox clear

s&box ISaveEvents: 4 hooks — BeforeSave (prepare transient state), AfterSave ...

s&box Hydraulic tool: SliderJoint with MinLength=MaxLength=currentDistance cr...

s&box DemoRecording: use [DefaultMovieRecorderOptions] attribute on a static ...

#sbox#demo#recording#moviemakercsharpposted 1 month ago

s&box NoticePanel: uses Vector3.SpringDamped for smooth slide-in/out animation.

s&box Achievements: use Rpc.FilterInclude(connection) around [Rpc.Broadcast] ...

s&box Resizer tool: use [Rpc.Broadcast] (not [Rpc.Host]) for scale changes so...

s&box NoCollide tool: use PhysicsFilter component (not a joint) to disable co...

s&box Elastic constraint: SpringJoint with Frequency > 0 and Damping > 0 for ...

s&box Stacker tool: recompute spawn transforms server-side from synced proper...

s&box TriggerTeleport: teleport to Target.WorldPosition and call Transform.Cl...

#sbox#teleport#trigger#mapcsharpposted 1 month ago

s&box Decal tool: parent decal GameObjects to the hit surface (go.SetParent(p...

#sbox#decal#toolgun#renderingcsharpposted 1 month ago

s&box TriggerPush: maintain a List<GameObject> of objects currently inside th...

#sbox#trigger#physics#map#playercsharpposted 1 month ago

s&box Rollermine: physics-driven NPC using Rigidbody (not NavMeshAgent).

s&box ScientistNpc fear system: _peakFear accumulates on damage (damage/50f, ...

#sbox#npc#scientist#fear#aicsharpposted 1 month ago

s&box FireWeapon task: only fire when IsFacingTarget() returns true (body ang...

#sbox#npc#combat#fireweapon#aicsharpposted 1 month ago

s&box CombatEngageSchedule: set Animation.SetLookTarget(Target) in OnStart so...

#sbox#npc#combat#ai#schedulecsharpposted 1 month ago

s&box melee weapon: sphere trace + UseHitboxes, hit/miss cooldowns, bone-parented impact decals, local camera punch

s&box fall damage: OnLand fires on client, Rpc.Broadcast with host guard applies damage, Rpc.Owner for sound

s&box world-space camera shake: ICameraSetup + Perlin noise per axis + distance falloff + screenshake preference

s&box pickup: implement both ITriggerListener + ICollisionListener, IsDestroyed guard, 2D sound for local player