Repository Analysis

FlaxEngine/FlaxEngine

Flax Engine – multi-platform 3D game engine

5.4 Low AI signal View on GitHub

Analysis Overview

This report presents the forensic synthetic code analysis of FlaxEngine/FlaxEngine, a C++ project with 6,952 GitHub stars. SynthScan v2.0 examined 1,511,949 lines of code across 4359 source files, recording 8366 pattern matches distributed across 9 syntactic categories. The overall adjusted score of 5.4 places this repository in the Low AI signal band.

The scanner applied 160+ deterministic lexical heuristics, multi-line block detectors, abstract syntax tree depth profilers, and a cross-file Jaccard similarity matrix to construct a statistically normalised synthetic code estimate. All matches are individually weighted by severity coefficient and contextual multiplier before summation, and the resulting headline score is temporally discounted to account for the repository's development history relative to the commercial emergence of large language model coding tooling (November 2022 onward).

5.4
Adjusted Score
5.4
Raw Score
100%
Time Factor
2026-08-08
Last Push
7.0K
Stars
C++
Language
1.5M
Lines of Code
4.4K
Files
8.4K
Pattern Hits
2026-08-09
Scan Date
0.01
HC Hit Rate

What These Metrics Mean

Adjusted Score
Primary synthetic code indicator. Raw score normalised per 1,000 lines of code and multiplied by the temporal discount factor. This is the definitive comparative metric — use it to rank repositories by AI authorship density.
Raw Score
The unmodified sum of all severity-weighted, context-multiplied pattern match scores before temporal discounting. Reflects the absolute signal strength independent of when the repository was last active.
Time Factor
The temporal discount multiplier (0–100%) applied to the raw score. Repositories last updated before ChatGPT's launch (Nov 2022) receive a 5% factor. Full signal is only assigned to repositories active in the post-adoption era (Jan 2024+).
Pattern Hits
Total count of individual pattern matches across all files and categories. A high hit count with a low score may indicate a very large codebase with isolated AI snippets; a low count with a high score indicates dense, concentrated AI signatures.
HC Hit Rate
High+Critical pattern hits per file, averaged across the repository. This orthogonal signal catches repositories where a few files are densely packed with high-severity AI tells — a strong indicator even when the normalised score appears moderate due to codebase size.
Lines of Code / Files
Total lines and files analysed. The scanner examines 94 file extensions. These denominators are used to normalise the score, enabling fair comparison between repositories of vastly different sizes.

Score History

Longitudinal tracking requires multiple scan runs. Once this repository is re-scanned after new commits land, this chart will visualise how the synthetic code signal evolves over time — enabling you to detect whether AI authorship is growing, stabilising, or being actively corrected by human engineers.

No multi-scan history yet — run the scanner again to build trend data.

Severity Breakdown

Classifies detected patterns by their diagnostic confidence and structural impact. CRITICAL patterns (coefficient 10) represent definitive synthetic signatures — hallucinated imports, explicit LLM attribution metadata — virtually never produced by human authors. HIGH (5) indicates strong structural tells such as cross-file repetition or cross-linguistic idioms. MEDIUM (2) covers recognisable conversational padding and AI-specific vocabulary. LOW (1) captures subtle indicators like tautological comments and generic boilerplate that require density to carry independent signal.

CRITICAL 37HIGH 0MEDIUM 21LOW 8308

Directory Score Breakdown

This horizontal bar chart decomposes the repository's raw synthetic code score by top-level directory, allowing you to pinpoint precisely which modules or components carry the highest AI authorship density. Directories with disproportionately high scores relative to their size warrant targeted manual review: concentrated AI signatures often trace back to mass-generated configuration layers, auto-ported test suites, LLM-scaffolded boilerplate classes, or entire subsystems authored under heavy copilot assistance. Use this view to prioritise your human code-review effort.

Pattern Findings

The scanner identified 8366 distinct pattern matches across 9 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a statistically significant AI authorship indicator. 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 diagnostic confidence level (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — comment-context matches receive a ×1.5 weight because LLMs systematically over-annotate. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier as dense clusters constitute far stronger evidence of synthetic authorship than isolated hits.

Over-Commented Block8251 hits · 7554 pts
SeverityFileLineSnippetContext
LOWSource/FlaxEngine.pch.h1// Copyright (c) Wojciech Figat. All rights reserved.COMMENT
LOWSource/FlaxEngine.pch.h21#include "Engine/Core/Collections/Array.h"COMMENT
LOWSource/resource.h1//{{NO_DEPENDENCIES}}COMMENT
LOW…loth/PxShared/include/foundation/web/PxWebIntrinsics.h1#ifndef PX_FOUNDATION_PX_WEB_INTRINSICS_HCOMMENT
LOWSource/Platforms/UWP/Binaries/AssemblyInfo.cs21// Build NumberCOMMENT
LOWSource/Tools/Flax.Build/CommandLineAttribute.cs21 public string Value;COMMENT
LOWSource/Tools/Flax.Build/Globals.cs1// Copyright (c) Wojciech Figat. All rights reserved.COMMENT
LOWSource/Tools/Flax.Build/Configuration.cs61 /// Prints all build system plugins.COMMENT
LOWSource/Tools/Flax.Build/Configuration.cs121 /// Enables build steps timing diagnostics.COMMENT
LOWSource/Tools/Flax.Build/Configuration.cs181 /// Generates Visual Studio 2015 project format files. Valid only with -genproject option.COMMENT
LOWSource/Tools/Flax.Build/Configuration.cs281 /// Platform-specific configuration for Linux.COMMENT
LOWSource/Tools/Flax.Build/ProjectInfo.cs241 /// The project file path.COMMENT
LOWSource/Tools/Flax.Build/ProjectInfo.cs261COMMENT
LOWSource/Tools/Flax.Build/ProjectInfo.cs281COMMENT
LOWSource/Tools/Flax.Build/Platforms/Unix/UnixToolchain.cs21 /// The toolset root folder path.COMMENT
LOWSource/Tools/Flax.Build/Platforms/Unix/UnixToolchain.cs41 /// The LLVM ar tool path.COMMENT
LOWSource/Tools/Flax.Build/Platforms/Unix/UnixToolchain.cs61 /// The ld tool path.COMMENT
LOWSource/Tools/Flax.Build/Platforms/Unix/UnixToolchain.cs301 /// <summary>COMMENT
LOW…rce/Tools/Flax.Build/Platforms/Linux/LinuxToolchain.cs21namespace Flax.Build.PlatformsCOMMENT
LOW…urce/Tools/Flax.Build/Platforms/Linux/LinuxPlatform.cs21 /// <inheritdoc />COMMENT
LOW…Tools/Flax.Build/Platforms/Android/AndroidToolchain.cs21COMMENT
LOW…ls/Flax.Build/Platforms/Windows/WindowsPlatformBase.cs21 public enum WindowsPlatformToolsetCOMMENT
LOW…ls/Flax.Build/Platforms/Windows/WindowsPlatformBase.cs41 v141 = 141,COMMENT
LOW…ls/Flax.Build/Platforms/Windows/WindowsPlatformBase.cs61 v145 = 145,COMMENT
LOW…ls/Flax.Build/Platforms/Windows/WindowsPlatformBase.cs81 /// </summary>COMMENT
LOW…ls/Flax.Build/Platforms/Windows/WindowsPlatformBase.cs101 /// </summary>COMMENT
LOW…ls/Flax.Build/Platforms/Windows/WindowsPlatformBase.cs121 /// </summary>COMMENT
LOW…s/Flax.Build/Platforms/Windows/WindowsToolchainBase.cs21 public abstract class WindowsToolchainBase : ToolchainCOMMENT
LOW…s/Flax.Build/Platforms/Windows/WindowsToolchainBase.cs41 protected readonly string _resourceCompilerPath;COMMENT
LOW…s/Flax.Build/Platforms/Windows/WindowsToolchainBase.cs61 protected readonly string _makepriPath;COMMENT
LOWSource/Tools/Flax.Build/Deploy/Deployer.cs21 /// Package deployment output path.COMMENT
LOWSource/Tools/Flax.Build/Projects/Solution.cs1// Copyright (c) Wojciech Figat. All rights reserved.COMMENT
LOWSource/Tools/Flax.Build/Projects/IProjectCustomizer.cs1// Copyright (c) Wojciech Figat. All rights reserved.COMMENT
LOWSource/Tools/Flax.Build/Projects/ProjectFormat.cs1// Copyright (c) Wojciech Figat. All rights reserved.COMMENT
LOWSource/Tools/Flax.Build/Projects/ProjectFormat.cs21 /// Visual Studio 2015.COMMENT
LOWSource/Tools/Flax.Build/Projects/ProjectFormat.cs41 /// Visual Studio 2026.COMMENT
LOWSource/Tools/Flax.Build/Projects/Project.cs21 /// The project base name (might not be unique within solution - eg. Name = BaseName + '.CSharp' to prevent overCOMMENT
LOWSource/Tools/Flax.Build/Projects/Project.cs61 /// </summary>COMMENT
LOWSource/Tools/Flax.Build/Projects/Project.cs81 /// </summary>COMMENT
LOWSource/Tools/Flax.Build/Projects/Project.cs101 /// </summary>COMMENT
LOWSource/Tools/Flax.Build/Projects/Project.cs121 /// </summary>COMMENT
LOWSource/Tools/Flax.Build/Projects/Project.cs141 /// </summary>COMMENT
LOWSource/Tools/Flax.Build/Projects/Project.cs201 /// <summary>COMMENT
LOWSource/Tools/Flax.Build/Projects/Project.cs221 public bool UseFlaxVS;COMMENT
LOWSource/Tools/Flax.Build/Projects/ProjectGenerator.cs41 }COMMENT
LOWSource/Tools/Flax.Build/Projects/ProjectGenerator.cs61 /// <param name="solution">The solution.</param>COMMENT
LOW…lax.Build/Projects/VisualStudio/VisualStudioVersion.cs1// Copyright (c) Wojciech Figat. All rights reserved.COMMENT
LOW…/Projects/VisualStudio/VisualStudioProjectGenerator.cs81COMMENT
LOW…/Projects/VisualStudio/VisualStudioProjectGenerator.cs101COMMENT
LOW…lax.Build/Projects/VisualStudio/VisualStudioProject.cs1// Copyright (c) Wojciech Figat. All rights reserved.COMMENT
LOW…rojects/VisualStudio/IVisualStudioProjectCustomizer.cs1// Copyright (c) Wojciech Figat. All rights reserved.COMMENT
LOW…rojects/VisualStudio/IVisualStudioProjectCustomizer.cs21COMMENT
LOWSource/Tools/Flax.Build/Utilities/Utilities.cs101 }COMMENT
LOWSource/Tools/Flax.Build/Utilities/Utilities.cs141 /// File copy modes.COMMENT
LOWSource/Tools/Flax.Build/Utilities/Utilities.cs361 /// Skip waiting for exit.COMMENT
LOWSource/Tools/Flax.Build/Utilities/Utilities.cs381 /// Skips logging of run duration.COMMENT
LOWSource/Tools/Flax.Build/Utilities/Utilities.cs441 {COMMENT
LOWSource/Tools/Flax.Build/Utilities/Utilities.cs821 /// <summary>COMMENT
LOWSource/Tools/Flax.Build/Utilities/TwoWayEnumerator.cs1// Copyright (c) Wojciech Figat. All rights reserved.COMMENT
LOWSource/Tools/Flax.Build/Utilities/Tokenizer.cs21 /// A Newline.COMMENT
8191 more matches not shown…
Hallucination Indicators37 hits · 415 pts
SeverityFileLineSnippetContext
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml12 <member name="M:Microsoft.VisualStudio.Setup.Configuration.IEnumSetupInstances.Next(System.Int32,Microsoft.VisuaCODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml20 <member name="M:Microsoft.VisualStudio.Setup.Configuration.IEnumSetupInstances.Skip(System.Int32)">CODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml92 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupConfiguration.GetInstanceForPath(System.String)CODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml122 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupConfiguration2.GetInstanceForPath(System.StringCODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml490 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupHelper.ParseVersion(System.String)">CODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml497 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupHelper.ParseVersionRange(System.String,System.UCODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml543 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupInstance.GetDisplayName(System.Int32)">CODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml550 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupInstance.GetDescription(System.Int32)">CODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml557 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupInstance.ResolvePath(System.String)">CODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml602 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupInstance2.GetDisplayName(System.Int32)">CODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml609 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupInstance2.GetDescription(System.Int32)">CODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml616 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupInstance2.ResolvePath(System.String)">CODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml724 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupLocalizedPropertyStore.GetNames(System.Int32)">CODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml731 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupLocalizedPropertyStore.GetValue(System.String,SCODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml806 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupPolicy.GetValue(System.String)">CODE
CRITICAL…Microsoft.VisualStudio.Setup.Configuration.Interop.xml952 <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupPropertyStore.GetValue(System.String)">CODE
CRITICALSource/Editor/Tools/VertexPainting.cs247 _editor.Windows.EditWin.Viewport.Gizmos.AddMode(_gizmoMode);CODE
CRITICALSource/Editor/Viewport/PrefabWindowViewport.cs429 public bool SnapToVertex => ContainsFocus && Editor.Instance.Options.Options.Input.SnapToVertex.Process(Root);CODE
CRITICALSource/Editor/Viewport/EditorGizmoViewport.cs74 public bool SnapToGround => ContainsFocus && Editor.Instance.Options.Options.Input.SnapToGround.Process(Root);CODE
CRITICALSource/Editor/Viewport/EditorGizmoViewport.cs77 public bool SnapToVertex => ContainsFocus && Editor.Instance.Options.Options.Input.SnapToVertex.Process(Root);CODE
CRITICALSource/Editor/Scripting/TypeUtils.cs341 if (!FlaxEditor.Content.Settings.GameSettings.OptionalPlatformSettings.Contains(typeName))CODE
CRITICALSource/Editor/CustomEditors/Editors/TagEditor.cs638 var textSize = FlaxEngine.GUI.Style.Current.FontMedium.MeasureText(buttonText);CODE
CRITICAL…ce/Editor/CustomEditors/Editors/FlaxObjectRefEditor.cs361 Editor.Instance.Windows.SceneWin.SceneTreePanel.ScrollViewTo(_linkedTreeNode, true);CODE
CRITICAL…e/Editor/CustomEditors/Editors/BindableButtonEditor.cs48 _button.Width = FlaxEngine.GUI.Style.Current.FontMedium.MeasureText("Listening...").X + 8;CODE
CRITICAL…e/Editor/CustomEditors/Editors/ActorTransformEditor.cs118 var textSize = FlaxEngine.GUI.Style.Current.FontMedium.MeasureText(LinkedLabel.Text.Value);CODE
CRITICAL…urce/Editor/CustomEditors/Dedicated/UIControlEditor.cs420 var textSize = FlaxEngine.GUI.Style.Current.FontMedium.MeasureText(buttonText);CODE
CRITICALSource/Editor/Content/Create/SettingsCreateEntry.cs70 var gameSettingsItem = Editor.Instance.ContentDatabase.Game.Content.Folder.FindChild(GameSettings.GameSettinCODE
CRITICALSource/Editor/Surface/SurfaceStyle.cs274 Color selectionColor = FlaxEngine.GUI.Style.Current.BorderSelected.RGBMultiplied(1.0f + outlineAlpha * 0CODE
CRITICALSource/Editor/Surface/SurfaceComment.cs154 if (IsSelected && Editor.Instance.Options.Options.Input.Rename.Process(this))CODE
CRITICALSource/Editor/Undo/Actions/BreakPrefabLinkAction.cs158 Editor.Instance.Windows.PropertiesWin.Presenter.BuildLayout();CODE
CRITICALSource/Editor/Windows/EditorWindow.cs277 if (Editor.Options.Options.Input.CloseTab.Process(this, key))CODE
CRITICALSource/Editor/Windows/SceneTreeWindow.ContextMenu.cs158 var loadedSceneIds = Editor.Instance.Scene.Root.ChildNodes.Select(node => node.ID).ToList();CODE
CRITICALSource/Editor/Windows/GameWindow.cs958 if (Editor.StateMachine.IsPlayMode && Editor.Options.Options.Input.CloseTab.Process(this, key))CODE
CRITICALSource/Editor/Modules/ContentFindingModule.cs407 Editor.Instance.Windows.EditWin.Viewport.FocusSelection();CODE
CRITICALSource/Editor/Modules/ContentFindingModule.cs411 Editor.Instance.Windows.EditWin.Viewport.FocusSelection();CODE
CRITICALSource/Editor/Modules/ContentFindingModule.cs417 Editor.Instance.Windows.EditWin.Viewport.FocusSelection();CODE
CRITICALSource/Editor/Modules/ContentDatabaseModule.cs91 FlaxEngine.Json.JsonSerializer.Settings.Converters.Add(new AssetItemConverter());CODE
AI Slop Vocabulary19 hits · 54 pts
SeverityFileLineSnippetContext
MEDIUMSource/Platforms/Web/Binaries/shell.html65 // application robust, you may want to override this behavior before shipping!COMMENT
MEDIUMSource/Tools/Flax.Build/Deps/Dependencies/vorbis.cs13 /// vorbis project codecs use the vorbis bitstream format to arrange the raw, compressed bitstream into a more robusCOMMENT
MEDIUM…rce/Engine/Tools/ModelTool/MeshAccelerationStructure.h17/// Acceleration Structure utility for robust ray tracing mesh geometry with optimized data structure.COMMENT
MEDIUMSource/Engine/Physics/Joints/SphericalJoint.h28/// Essentially this ensures that the anchor points of the two bodies are always coincident. Bodies are allowed toCOMMENT
MEDIUM…ce/Engine/Graphics/Materials/TerrainMaterialShader.cpp29 Float2 OffsetUV; // Offset applied to the texture coordinates (used to implement seamless UVs based on chunk locatioCODE
MEDIUMSource/Engine/Animations/Graph/AnimGroup.Animation.cpp1942 // Cache the current blending state to be used as a base when blending towards new destination sCOMMENT
MEDIUMSource/Engine/Animations/Graph/AnimGroup.Animation.cpp1959 // Cache the current blending state to be used as a base when blending towards new destination sCOMMENT
MEDIUMSource/ThirdParty/AGS/amd_ags.h41/// * More robust driver version and GPU specifications (eg. numCUs, teraFlops) detection. Prior AGS versions may returnCOMMENT
MEDIUMSource/ThirdParty/AGS/amd_ags.h468/// This extension allows an application to voluntarily register itself with the driver, providing a more robust app detCOMMENT
MEDIUMSource/ThirdParty/tinyexr/tinyexr.h1697 // TODO(syoyo): Add more robust out-of-bounds check in `rleUncompress`.COMMENT
MEDIUMSource/ThirdParty/spirv-tools/optimizer.hpp813// Creates a graphics robust access pass.COMMENT
MEDIUMSource/ThirdParty/basis_universal/encoder/basisu_comp.h625 // Note currently, some compressors (like ASTC/XUASTC LDR) will utilize threading anyway if the job pool is more than COMMENT
MEDIUM…arty/basis_universal/encoder/basisu_astc_hdr_6x6_enc.h78 bool m_favor_higher_compression = true; // utilize all modesCODE
MEDIUMSource/ThirdParty/nvapi/nvapi_lite_common.h550 //!< On discrete GPUs, it is used to utilize system memory for various opCOMMENT
LOWSource/ThirdParty/SDL/SDL3/SDL_main_impl.h134 #else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */COMMENT
MEDIUMSource/ThirdParty/ddspp/ddspp.h859 // likely written by D3DX. The more robust solution is to use the 'DX10'COMMENT
MEDIUMSource/ThirdParty/recastnavigation/RecastMeshDetail.cpp666 // seamless height values across the ply boundaries.COMMENT
MEDIUM…rce/ThirdParty/recastnavigation/DetourPathCorridor.cpp228/// Essentially, the corridor is set of one polygon in size with the targetCOMMENT
MEDIUMSource/Editor/Tools/Terrain/Brushes/CircleBrush.cs42 /// The brush falloff that defines the percentage from the brush's extents where the falloff should begin. EssenCOMMENT
TODO Padding28 hits · 40 pts
SeverityFileLineSnippetContext
LOWSource/Tools/Flax.Build/Configuration.cs342 return false; // TODO: implement .NET for WebAssemblyCODE
LOWSource/Tools/Flax.Build/Build/Builder.Projects.cs45 // TODO: implement it in a proper way by parsing the project file to extract the configurationsCOMMENT
LOW…rce/Tools/Flax.Build/Build/Plugins/NetworkingPlugin.cs808 if (type.HasGenericParameters) // TODO: implement network replication for generic classesCODE
LOWSource/Tools/Flax.Build/Bindings/TypedefInfo.cs120 // TODO: implement more advanced template types inflating with tokenization of the generic definitionCOMMENT
LOWSource/Engine/Tools/TextureTool/TextureTool.stb.cpp697 // TODO: implement alpha coverage preservingCOMMENT
LOWSource/Engine/Scripting/ScriptingObject.cpp173 // TODO: implement vtableInterface->type hashmap caching in Scripting service to optimize sequential interface castsCOMMENT
LOWSource/Engine/Scripting/Runtime/DotNet.cpp1181 // TODO: implement MEvent in .NETCOMMENT
LOWSource/Engine/Scripting/Runtime/DotNet.cpp1304 return nullptr; // TODO: implement MEvent in .NETCODE
LOWSource/Engine/Scripting/Runtime/DotNet.cpp1309 return nullptr; // TODO: implement MEvent in .NETCODE
LOWSource/Engine/Scripting/Runtime/DotNet.cpp1333 // TODO: implement MEvent in .NETCOMMENT
LOWSource/Engine/Platform/SDL/SDLPlatform.Linux.cpp807 // TODO: implement drag over/move/leave events via XInput2 and restore it in Editor (SDL_VIDEO_X11_XCOMMENT
LOWSource/Engine/Platform/Linux/LinuxWindow.cpp121 // TODO: implement all window settingsCOMMENT
LOWSource/Engine/Platform/Android/AndroidPlatform.cpp648 // TODO: implement message box buttons and handle it better in JavaCOMMENT
LOWSource/Engine/Platform/Base/FileSystemBase.cpp348 // TODO: implement all cases in a generic wayCOMMENT
LOW…urce/Engine/GraphicsDevice/Vulkan/GPUContextVulkan.cpp714 // TODO: implement better image/buffer barriers - and remove this renderPass split to flush barriersCOMMENT
LOWSource/Engine/Audio/AudioBackendTools.h162 default: // TODO: implement multi-channel support (eg. 5.1, 7.1)CODE
LOWSource/Engine/Audio/XAudio2/AudioBackendXAudio2.cpp24// TODO: implement multi-channel support (eg. 5.1, 7.1)COMMENT
LOWSource/Engine/Audio/XAudio2/AudioBackendXAudio2.cpp690 // TODO: implement multi-channel support (eg. 5.1, 7.1)COMMENT
LOWSource/Engine/Level/Actors/Spline.cpp222 // TODO: implement sth more analytical than brute-force solutionCOMMENT
LOWSource/Engine/Main/UWP/main.cpp420 // TODO: implement buttonsCOMMENT
LOWSource/Engine/Debug/DebugCommands.cpp345 // TODO: implement generic search for other modules (eg. Visual Scripts)COMMENT
LOWSource/Engine/Debug/Exception.h124 // TODO: implement StackTrace caching: https://www.codeproject.com/kb/threads/stackwalker.aspxCOMMENT
LOWSource/Editor/Content/Proxy/SkinnedModelProxy.cs82 // TODO: implement it without window logic (load AnimGraphSurface and set AnimationGraphWindow.BaseModelId tCOMMENT
LOWSource/Editor/Surface/VisjectSurface.Context.cs218 // TODO: implement this case (need to find first parent of the context that is in path)COMMENT
LOWSource/Editor/Surface/Archetypes/Material.cs273 // TODO: implement code parsing with HLSL syntaxCOMMENT
LOWSource/Editor/GUI/Timeline/Tracks/ObjectTrack.cs149 // TODO: implement editor-wide cache for animated properties per object type (add this in CodeEditingModule)COMMENT
LOWSource/Editor/GUI/Timeline/Tracks/ObjectTrack.cs275 // TODO: implement editor-wide cache for animated properties per object type (add this in CodeEditingModule)COMMENT
LOWSource/Editor/Windows/Search/ContentSearchWindow.cs509 // TODO: implement assets indexing or other caching for faster searchingCOMMENT
Slop Phrases17 hits · 26 pts
SeverityFileLineSnippetContext
LOWSource/Platforms/DotNet/Ionic.Zip.Reduced.XML8489 // don't forget to save the archive!COMMENT
LOWSource/ThirdParty/AGS/amd_ags.h124/// Don't forget to cleanup AGS by calling \ref agsDeInitialize when the app exits, after the device has been destroyed.COMMENT
MEDIUMSource/ThirdParty/freetype/fterrors.h78 * Here is a simple example.COMMENT
MEDIUMSource/ThirdParty/freetype/freetype.h1381 * for demonstration purposes.COMMENT
LOWSource/ThirdParty/freetype/internal/ftrfork.h35 /* Don't forget to increment the number if you add a new guessing rule. */COMMENT
LOWSource/ThirdParty/assimp/cimport.h310 * don't forget to detach it again.COMMENT
LOWSource/ThirdParty/assimp/cimport.h322 * don't forget to detach it again.COMMENT
LOWSource/ThirdParty/assimp/postprocess.h635 * If you're using DirectX, don't forget to combine this value withCOMMENT
LOWSource/ThirdParty/assimp/postprocess.h660 * If you're using DirectX, don't forget to combine this value withCOMMENT
LOWSource/ThirdParty/assimp/postprocess.h690 * If you're using DirectX, don't forget to combine this value withCOMMENT
LOWSource/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h16597// At the end, don't forget to:COMMENT
LOWSource/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h657 To prepare for this possibility, don't forget to add appropriate flags likeCODE
LOWSource/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h2613don't forget to free them.CODE
LOWSource/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h2660don't forget to free it as well.CODE
LOWSource/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h16634Don't forget to destroy your buffer and allocation objects when no longer needed:CODE
LOWSource/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h17796If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the alCODE
LOWSource/ThirdParty/SDL/SDL3/SDL_process.h39 * Don't forget to call SDL_DestroyProcess() to clean up, whether the processCOMMENT
Hyper-Verbose Identifiers6 hits · 6 pts
SeverityFileLineSnippetContext
LOWSource/Platforms/Web/Binaries/check_browser_version.js9 function humanReadableVersionToPacked(str) {CODE
LOWSource/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h1517To be used with function vmaBeginDefragmentationPass().CODE
LOWSource/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h16870The easiest way to copy data from a host pointer to an allocation is to use convenience function vmaCopyMemoryToAllocatiCODE
LOWSource/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h16899Copy in the other direction - from an allocation to a host pointer can be performed the same way using function vmaCopyACODE
LOWSource/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h17347 using default pools with dedicated function vmaCreateBufferWithAlignment().CODE
LOWSource/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h18012use special function vmaCreateBufferWithAlignment(), which takes additional parameter `minAlignment`.CODE
Verbosity Indicators4 hits · 6 pts
SeverityFileLineSnippetContext
LOWSource/ThirdParty/fmt/format-inl.h1215 // Step 1: integer promotion & Schubfach multiplier calculation.COMMENT
LOWSource/ThirdParty/fmt/format-inl.h1270 // Step 2: Try larger divisor; remove trailing zeros if necessary.COMMENT
LOWSource/ThirdParty/fmt/format-inl.h1302 // Step 3: Find the significand with the smaller divisor.COMMENT
LOWSource/ThirdParty/catch2/catch.hpp12654 // No children have started. We need to check if they _can_COMMENT
Structural Annotation Overuse3 hits · 4 pts
SeverityFileLineSnippetContext
LOWSource/ThirdParty/fmt/format-inl.h1215 // Step 1: integer promotion & Schubfach multiplier calculation.COMMENT
LOWSource/ThirdParty/fmt/format-inl.h1270 // Step 2: Try larger divisor; remove trailing zeros if necessary.COMMENT
LOWSource/ThirdParty/fmt/format-inl.h1302 // Step 3: Find the significand with the smaller divisor.COMMENT
Self-Referential Comments1 hit · 2 pts
SeverityFileLineSnippetContext
MEDIUMSource/ThirdParty/recastnavigation/DetourNavMesh.cpp172-# Create a tile data array using dtCreateNavMeshData().CODE