Flax Engine – multi-platform 3D game engine
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).
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.
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.
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.
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.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | Source/FlaxEngine.pch.h | 1 | // Copyright (c) Wojciech Figat. All rights reserved. | COMMENT |
| LOW | Source/FlaxEngine.pch.h | 21 | #include "Engine/Core/Collections/Array.h" | COMMENT |
| LOW | Source/resource.h | 1 | //{{NO_DEPENDENCIES}} | COMMENT |
| LOW | …loth/PxShared/include/foundation/web/PxWebIntrinsics.h | 1 | #ifndef PX_FOUNDATION_PX_WEB_INTRINSICS_H | COMMENT |
| LOW | Source/Platforms/UWP/Binaries/AssemblyInfo.cs | 21 | // Build Number | COMMENT |
| LOW | Source/Tools/Flax.Build/CommandLineAttribute.cs | 21 | public string Value; | COMMENT |
| LOW | Source/Tools/Flax.Build/Globals.cs | 1 | // Copyright (c) Wojciech Figat. All rights reserved. | COMMENT |
| LOW | Source/Tools/Flax.Build/Configuration.cs | 61 | /// Prints all build system plugins. | COMMENT |
| LOW | Source/Tools/Flax.Build/Configuration.cs | 121 | /// Enables build steps timing diagnostics. | COMMENT |
| LOW | Source/Tools/Flax.Build/Configuration.cs | 181 | /// Generates Visual Studio 2015 project format files. Valid only with -genproject option. | COMMENT |
| LOW | Source/Tools/Flax.Build/Configuration.cs | 281 | /// Platform-specific configuration for Linux. | COMMENT |
| LOW | Source/Tools/Flax.Build/ProjectInfo.cs | 241 | /// The project file path. | COMMENT |
| LOW | Source/Tools/Flax.Build/ProjectInfo.cs | 261 | COMMENT | |
| LOW | Source/Tools/Flax.Build/ProjectInfo.cs | 281 | COMMENT | |
| LOW | Source/Tools/Flax.Build/Platforms/Unix/UnixToolchain.cs | 21 | /// The toolset root folder path. | COMMENT |
| LOW | Source/Tools/Flax.Build/Platforms/Unix/UnixToolchain.cs | 41 | /// The LLVM ar tool path. | COMMENT |
| LOW | Source/Tools/Flax.Build/Platforms/Unix/UnixToolchain.cs | 61 | /// The ld tool path. | COMMENT |
| LOW | Source/Tools/Flax.Build/Platforms/Unix/UnixToolchain.cs | 301 | /// <summary> | COMMENT |
| LOW | …rce/Tools/Flax.Build/Platforms/Linux/LinuxToolchain.cs | 21 | namespace Flax.Build.Platforms | COMMENT |
| LOW | …urce/Tools/Flax.Build/Platforms/Linux/LinuxPlatform.cs | 21 | /// <inheritdoc /> | COMMENT |
| LOW | …Tools/Flax.Build/Platforms/Android/AndroidToolchain.cs | 21 | COMMENT | |
| LOW | …ls/Flax.Build/Platforms/Windows/WindowsPlatformBase.cs | 21 | public enum WindowsPlatformToolset | COMMENT |
| LOW | …ls/Flax.Build/Platforms/Windows/WindowsPlatformBase.cs | 41 | v141 = 141, | COMMENT |
| LOW | …ls/Flax.Build/Platforms/Windows/WindowsPlatformBase.cs | 61 | v145 = 145, | COMMENT |
| LOW | …ls/Flax.Build/Platforms/Windows/WindowsPlatformBase.cs | 81 | /// </summary> | COMMENT |
| LOW | …ls/Flax.Build/Platforms/Windows/WindowsPlatformBase.cs | 101 | /// </summary> | COMMENT |
| LOW | …ls/Flax.Build/Platforms/Windows/WindowsPlatformBase.cs | 121 | /// </summary> | COMMENT |
| LOW | …s/Flax.Build/Platforms/Windows/WindowsToolchainBase.cs | 21 | public abstract class WindowsToolchainBase : Toolchain | COMMENT |
| LOW | …s/Flax.Build/Platforms/Windows/WindowsToolchainBase.cs | 41 | protected readonly string _resourceCompilerPath; | COMMENT |
| LOW | …s/Flax.Build/Platforms/Windows/WindowsToolchainBase.cs | 61 | protected readonly string _makepriPath; | COMMENT |
| LOW | Source/Tools/Flax.Build/Deploy/Deployer.cs | 21 | /// Package deployment output path. | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/Solution.cs | 1 | // Copyright (c) Wojciech Figat. All rights reserved. | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/IProjectCustomizer.cs | 1 | // Copyright (c) Wojciech Figat. All rights reserved. | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/ProjectFormat.cs | 1 | // Copyright (c) Wojciech Figat. All rights reserved. | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/ProjectFormat.cs | 21 | /// Visual Studio 2015. | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/ProjectFormat.cs | 41 | /// Visual Studio 2026. | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/Project.cs | 21 | /// The project base name (might not be unique within solution - eg. Name = BaseName + '.CSharp' to prevent over | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/Project.cs | 61 | /// </summary> | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/Project.cs | 81 | /// </summary> | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/Project.cs | 101 | /// </summary> | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/Project.cs | 121 | /// </summary> | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/Project.cs | 141 | /// </summary> | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/Project.cs | 201 | /// <summary> | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/Project.cs | 221 | public bool UseFlaxVS; | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/ProjectGenerator.cs | 41 | } | COMMENT |
| LOW | Source/Tools/Flax.Build/Projects/ProjectGenerator.cs | 61 | /// <param name="solution">The solution.</param> | COMMENT |
| LOW | …lax.Build/Projects/VisualStudio/VisualStudioVersion.cs | 1 | // Copyright (c) Wojciech Figat. All rights reserved. | COMMENT |
| LOW | …/Projects/VisualStudio/VisualStudioProjectGenerator.cs | 81 | COMMENT | |
| LOW | …/Projects/VisualStudio/VisualStudioProjectGenerator.cs | 101 | COMMENT | |
| LOW | …lax.Build/Projects/VisualStudio/VisualStudioProject.cs | 1 | // Copyright (c) Wojciech Figat. All rights reserved. | COMMENT |
| LOW | …rojects/VisualStudio/IVisualStudioProjectCustomizer.cs | 1 | // Copyright (c) Wojciech Figat. All rights reserved. | COMMENT |
| LOW | …rojects/VisualStudio/IVisualStudioProjectCustomizer.cs | 21 | COMMENT | |
| LOW | Source/Tools/Flax.Build/Utilities/Utilities.cs | 101 | } | COMMENT |
| LOW | Source/Tools/Flax.Build/Utilities/Utilities.cs | 141 | /// File copy modes. | COMMENT |
| LOW | Source/Tools/Flax.Build/Utilities/Utilities.cs | 361 | /// Skip waiting for exit. | COMMENT |
| LOW | Source/Tools/Flax.Build/Utilities/Utilities.cs | 381 | /// Skips logging of run duration. | COMMENT |
| LOW | Source/Tools/Flax.Build/Utilities/Utilities.cs | 441 | { | COMMENT |
| LOW | Source/Tools/Flax.Build/Utilities/Utilities.cs | 821 | /// <summary> | COMMENT |
| LOW | Source/Tools/Flax.Build/Utilities/TwoWayEnumerator.cs | 1 | // Copyright (c) Wojciech Figat. All rights reserved. | COMMENT |
| LOW | Source/Tools/Flax.Build/Utilities/Tokenizer.cs | 21 | /// A Newline. | COMMENT |
| 8191 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| CRITICAL | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 12 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.IEnumSetupInstances.Next(System.Int32,Microsoft.Visua | CODE |
| CRITICAL | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 20 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.IEnumSetupInstances.Skip(System.Int32)"> | CODE |
| CRITICAL | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 92 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupConfiguration.GetInstanceForPath(System.String) | CODE |
| CRITICAL | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 122 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupConfiguration2.GetInstanceForPath(System.String | CODE |
| CRITICAL | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 490 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupHelper.ParseVersion(System.String)"> | CODE |
| CRITICAL | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 497 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupHelper.ParseVersionRange(System.String,System.U | CODE |
| CRITICAL⚡ | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 543 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupInstance.GetDisplayName(System.Int32)"> | CODE |
| CRITICAL⚡ | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 550 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupInstance.GetDescription(System.Int32)"> | CODE |
| CRITICAL⚡ | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 557 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupInstance.ResolvePath(System.String)"> | CODE |
| CRITICAL⚡ | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 602 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupInstance2.GetDisplayName(System.Int32)"> | CODE |
| CRITICAL⚡ | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 609 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupInstance2.GetDescription(System.Int32)"> | CODE |
| CRITICAL⚡ | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 616 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupInstance2.ResolvePath(System.String)"> | CODE |
| CRITICAL | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 724 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupLocalizedPropertyStore.GetNames(System.Int32)"> | CODE |
| CRITICAL | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 731 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupLocalizedPropertyStore.GetValue(System.String,S | CODE |
| CRITICAL | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 806 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupPolicy.GetValue(System.String)"> | CODE |
| CRITICAL | …Microsoft.VisualStudio.Setup.Configuration.Interop.xml | 952 | <member name="M:Microsoft.VisualStudio.Setup.Configuration.ISetupPropertyStore.GetValue(System.String)"> | CODE |
| CRITICAL | Source/Editor/Tools/VertexPainting.cs | 247 | _editor.Windows.EditWin.Viewport.Gizmos.AddMode(_gizmoMode); | CODE |
| CRITICAL | Source/Editor/Viewport/PrefabWindowViewport.cs | 429 | public bool SnapToVertex => ContainsFocus && Editor.Instance.Options.Options.Input.SnapToVertex.Process(Root); | CODE |
| CRITICAL | Source/Editor/Viewport/EditorGizmoViewport.cs | 74 | public bool SnapToGround => ContainsFocus && Editor.Instance.Options.Options.Input.SnapToGround.Process(Root); | CODE |
| CRITICAL | Source/Editor/Viewport/EditorGizmoViewport.cs | 77 | public bool SnapToVertex => ContainsFocus && Editor.Instance.Options.Options.Input.SnapToVertex.Process(Root); | CODE |
| CRITICAL | Source/Editor/Scripting/TypeUtils.cs | 341 | if (!FlaxEditor.Content.Settings.GameSettings.OptionalPlatformSettings.Contains(typeName)) | CODE |
| CRITICAL | Source/Editor/CustomEditors/Editors/TagEditor.cs | 638 | var textSize = FlaxEngine.GUI.Style.Current.FontMedium.MeasureText(buttonText); | CODE |
| CRITICAL | …ce/Editor/CustomEditors/Editors/FlaxObjectRefEditor.cs | 361 | Editor.Instance.Windows.SceneWin.SceneTreePanel.ScrollViewTo(_linkedTreeNode, true); | CODE |
| CRITICAL | …e/Editor/CustomEditors/Editors/BindableButtonEditor.cs | 48 | _button.Width = FlaxEngine.GUI.Style.Current.FontMedium.MeasureText("Listening...").X + 8; | CODE |
| CRITICAL | …e/Editor/CustomEditors/Editors/ActorTransformEditor.cs | 118 | var textSize = FlaxEngine.GUI.Style.Current.FontMedium.MeasureText(LinkedLabel.Text.Value); | CODE |
| CRITICAL | …urce/Editor/CustomEditors/Dedicated/UIControlEditor.cs | 420 | var textSize = FlaxEngine.GUI.Style.Current.FontMedium.MeasureText(buttonText); | CODE |
| CRITICAL | Source/Editor/Content/Create/SettingsCreateEntry.cs | 70 | var gameSettingsItem = Editor.Instance.ContentDatabase.Game.Content.Folder.FindChild(GameSettings.GameSettin | CODE |
| CRITICAL | Source/Editor/Surface/SurfaceStyle.cs | 274 | Color selectionColor = FlaxEngine.GUI.Style.Current.BorderSelected.RGBMultiplied(1.0f + outlineAlpha * 0 | CODE |
| CRITICAL | Source/Editor/Surface/SurfaceComment.cs | 154 | if (IsSelected && Editor.Instance.Options.Options.Input.Rename.Process(this)) | CODE |
| CRITICAL | Source/Editor/Undo/Actions/BreakPrefabLinkAction.cs | 158 | Editor.Instance.Windows.PropertiesWin.Presenter.BuildLayout(); | CODE |
| CRITICAL | Source/Editor/Windows/EditorWindow.cs | 277 | if (Editor.Options.Options.Input.CloseTab.Process(this, key)) | CODE |
| CRITICAL | Source/Editor/Windows/SceneTreeWindow.ContextMenu.cs | 158 | var loadedSceneIds = Editor.Instance.Scene.Root.ChildNodes.Select(node => node.ID).ToList(); | CODE |
| CRITICAL | Source/Editor/Windows/GameWindow.cs | 958 | if (Editor.StateMachine.IsPlayMode && Editor.Options.Options.Input.CloseTab.Process(this, key)) | CODE |
| CRITICAL⚡ | Source/Editor/Modules/ContentFindingModule.cs | 407 | Editor.Instance.Windows.EditWin.Viewport.FocusSelection(); | CODE |
| CRITICAL⚡ | Source/Editor/Modules/ContentFindingModule.cs | 411 | Editor.Instance.Windows.EditWin.Viewport.FocusSelection(); | CODE |
| CRITICAL⚡ | Source/Editor/Modules/ContentFindingModule.cs | 417 | Editor.Instance.Windows.EditWin.Viewport.FocusSelection(); | CODE |
| CRITICAL | Source/Editor/Modules/ContentDatabaseModule.cs | 91 | FlaxEngine.Json.JsonSerializer.Settings.Converters.Add(new AssetItemConverter()); | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | Source/Platforms/Web/Binaries/shell.html | 65 | // application robust, you may want to override this behavior before shipping! | COMMENT |
| MEDIUM | Source/Tools/Flax.Build/Deps/Dependencies/vorbis.cs | 13 | /// vorbis project codecs use the vorbis bitstream format to arrange the raw, compressed bitstream into a more robus | COMMENT |
| MEDIUM | …rce/Engine/Tools/ModelTool/MeshAccelerationStructure.h | 17 | /// Acceleration Structure utility for robust ray tracing mesh geometry with optimized data structure. | COMMENT |
| MEDIUM | Source/Engine/Physics/Joints/SphericalJoint.h | 28 | /// Essentially this ensures that the anchor points of the two bodies are always coincident. Bodies are allowed to | COMMENT |
| MEDIUM | …ce/Engine/Graphics/Materials/TerrainMaterialShader.cpp | 29 | Float2 OffsetUV; // Offset applied to the texture coordinates (used to implement seamless UVs based on chunk locatio | CODE |
| MEDIUM | Source/Engine/Animations/Graph/AnimGroup.Animation.cpp | 1942 | // Cache the current blending state to be used as a base when blending towards new destination s | COMMENT |
| MEDIUM | Source/Engine/Animations/Graph/AnimGroup.Animation.cpp | 1959 | // Cache the current blending state to be used as a base when blending towards new destination s | COMMENT |
| MEDIUM | Source/ThirdParty/AGS/amd_ags.h | 41 | /// * More robust driver version and GPU specifications (eg. numCUs, teraFlops) detection. Prior AGS versions may return | COMMENT |
| MEDIUM | Source/ThirdParty/AGS/amd_ags.h | 468 | /// This extension allows an application to voluntarily register itself with the driver, providing a more robust app det | COMMENT |
| MEDIUM | Source/ThirdParty/tinyexr/tinyexr.h | 1697 | // TODO(syoyo): Add more robust out-of-bounds check in `rleUncompress`. | COMMENT |
| MEDIUM | Source/ThirdParty/spirv-tools/optimizer.hpp | 813 | // Creates a graphics robust access pass. | COMMENT |
| MEDIUM | Source/ThirdParty/basis_universal/encoder/basisu_comp.h | 625 | // 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.h | 78 | bool m_favor_higher_compression = true; // utilize all modes | CODE |
| MEDIUM | Source/ThirdParty/nvapi/nvapi_lite_common.h | 550 | //!< On discrete GPUs, it is used to utilize system memory for various op | COMMENT |
| LOW | Source/ThirdParty/SDL/SDL3/SDL_main_impl.h | 134 | #else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */ | COMMENT |
| MEDIUM | Source/ThirdParty/ddspp/ddspp.h | 859 | // likely written by D3DX. The more robust solution is to use the 'DX10' | COMMENT |
| MEDIUM | Source/ThirdParty/recastnavigation/RecastMeshDetail.cpp | 666 | // seamless height values across the ply boundaries. | COMMENT |
| MEDIUM | …rce/ThirdParty/recastnavigation/DetourPathCorridor.cpp | 228 | /// Essentially, the corridor is set of one polygon in size with the target | COMMENT |
| MEDIUM | Source/Editor/Tools/Terrain/Brushes/CircleBrush.cs | 42 | /// The brush falloff that defines the percentage from the brush's extents where the falloff should begin. Essen | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | Source/Tools/Flax.Build/Configuration.cs | 342 | return false; // TODO: implement .NET for WebAssembly | CODE |
| LOW | Source/Tools/Flax.Build/Build/Builder.Projects.cs | 45 | // TODO: implement it in a proper way by parsing the project file to extract the configurations | COMMENT |
| LOW | …rce/Tools/Flax.Build/Build/Plugins/NetworkingPlugin.cs | 808 | if (type.HasGenericParameters) // TODO: implement network replication for generic classes | CODE |
| LOW | Source/Tools/Flax.Build/Bindings/TypedefInfo.cs | 120 | // TODO: implement more advanced template types inflating with tokenization of the generic definition | COMMENT |
| LOW | Source/Engine/Tools/TextureTool/TextureTool.stb.cpp | 697 | // TODO: implement alpha coverage preserving | COMMENT |
| LOW | Source/Engine/Scripting/ScriptingObject.cpp | 173 | // TODO: implement vtableInterface->type hashmap caching in Scripting service to optimize sequential interface casts | COMMENT |
| LOW | Source/Engine/Scripting/Runtime/DotNet.cpp | 1181 | // TODO: implement MEvent in .NET | COMMENT |
| LOW | Source/Engine/Scripting/Runtime/DotNet.cpp | 1304 | return nullptr; // TODO: implement MEvent in .NET | CODE |
| LOW | Source/Engine/Scripting/Runtime/DotNet.cpp | 1309 | return nullptr; // TODO: implement MEvent in .NET | CODE |
| LOW | Source/Engine/Scripting/Runtime/DotNet.cpp | 1333 | // TODO: implement MEvent in .NET | COMMENT |
| LOW | Source/Engine/Platform/SDL/SDLPlatform.Linux.cpp | 807 | // TODO: implement drag over/move/leave events via XInput2 and restore it in Editor (SDL_VIDEO_X11_X | COMMENT |
| LOW | Source/Engine/Platform/Linux/LinuxWindow.cpp | 121 | // TODO: implement all window settings | COMMENT |
| LOW | Source/Engine/Platform/Android/AndroidPlatform.cpp | 648 | // TODO: implement message box buttons and handle it better in Java | COMMENT |
| LOW | Source/Engine/Platform/Base/FileSystemBase.cpp | 348 | // TODO: implement all cases in a generic way | COMMENT |
| LOW | …urce/Engine/GraphicsDevice/Vulkan/GPUContextVulkan.cpp | 714 | // TODO: implement better image/buffer barriers - and remove this renderPass split to flush barriers | COMMENT |
| LOW | Source/Engine/Audio/AudioBackendTools.h | 162 | default: // TODO: implement multi-channel support (eg. 5.1, 7.1) | CODE |
| LOW | Source/Engine/Audio/XAudio2/AudioBackendXAudio2.cpp | 24 | // TODO: implement multi-channel support (eg. 5.1, 7.1) | COMMENT |
| LOW | Source/Engine/Audio/XAudio2/AudioBackendXAudio2.cpp | 690 | // TODO: implement multi-channel support (eg. 5.1, 7.1) | COMMENT |
| LOW | Source/Engine/Level/Actors/Spline.cpp | 222 | // TODO: implement sth more analytical than brute-force solution | COMMENT |
| LOW | Source/Engine/Main/UWP/main.cpp | 420 | // TODO: implement buttons | COMMENT |
| LOW | Source/Engine/Debug/DebugCommands.cpp | 345 | // TODO: implement generic search for other modules (eg. Visual Scripts) | COMMENT |
| LOW | Source/Engine/Debug/Exception.h | 124 | // TODO: implement StackTrace caching: https://www.codeproject.com/kb/threads/stackwalker.aspx | COMMENT |
| LOW | Source/Editor/Content/Proxy/SkinnedModelProxy.cs | 82 | // TODO: implement it without window logic (load AnimGraphSurface and set AnimationGraphWindow.BaseModelId t | COMMENT |
| LOW | Source/Editor/Surface/VisjectSurface.Context.cs | 218 | // TODO: implement this case (need to find first parent of the context that is in path) | COMMENT |
| LOW | Source/Editor/Surface/Archetypes/Material.cs | 273 | // TODO: implement code parsing with HLSL syntax | COMMENT |
| LOW | Source/Editor/GUI/Timeline/Tracks/ObjectTrack.cs | 149 | // TODO: implement editor-wide cache for animated properties per object type (add this in CodeEditingModule) | COMMENT |
| LOW | Source/Editor/GUI/Timeline/Tracks/ObjectTrack.cs | 275 | // TODO: implement editor-wide cache for animated properties per object type (add this in CodeEditingModule) | COMMENT |
| LOW | Source/Editor/Windows/Search/ContentSearchWindow.cs | 509 | // TODO: implement assets indexing or other caching for faster searching | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | Source/Platforms/DotNet/Ionic.Zip.Reduced.XML | 8489 | // don't forget to save the archive! | COMMENT |
| LOW | Source/ThirdParty/AGS/amd_ags.h | 124 | /// Don't forget to cleanup AGS by calling \ref agsDeInitialize when the app exits, after the device has been destroyed. | COMMENT |
| MEDIUM | Source/ThirdParty/freetype/fterrors.h | 78 | * Here is a simple example. | COMMENT |
| MEDIUM | Source/ThirdParty/freetype/freetype.h | 1381 | * for demonstration purposes. | COMMENT |
| LOW | Source/ThirdParty/freetype/internal/ftrfork.h | 35 | /* Don't forget to increment the number if you add a new guessing rule. */ | COMMENT |
| LOW | Source/ThirdParty/assimp/cimport.h | 310 | * don't forget to detach it again. | COMMENT |
| LOW | Source/ThirdParty/assimp/cimport.h | 322 | * don't forget to detach it again. | COMMENT |
| LOW | Source/ThirdParty/assimp/postprocess.h | 635 | * If you're using DirectX, don't forget to combine this value with | COMMENT |
| LOW | Source/ThirdParty/assimp/postprocess.h | 660 | * If you're using DirectX, don't forget to combine this value with | COMMENT |
| LOW | Source/ThirdParty/assimp/postprocess.h | 690 | * If you're using DirectX, don't forget to combine this value with | COMMENT |
| LOW | Source/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h | 16597 | // At the end, don't forget to: | COMMENT |
| LOW | Source/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h | 657 | To prepare for this possibility, don't forget to add appropriate flags like | CODE |
| LOW | Source/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h | 2613 | don't forget to free them. | CODE |
| LOW | Source/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h | 2660 | don't forget to free it as well. | CODE |
| LOW | Source/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h | 16634 | Don't forget to destroy your buffer and allocation objects when no longer needed: | CODE |
| LOW | Source/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h | 17796 | If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the al | CODE |
| LOW | Source/ThirdParty/SDL/SDL3/SDL_process.h | 39 | * Don't forget to call SDL_DestroyProcess() to clean up, whether the process | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | Source/Platforms/Web/Binaries/check_browser_version.js | 9 | function humanReadableVersionToPacked(str) { | CODE |
| LOW | Source/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h | 1517 | To be used with function vmaBeginDefragmentationPass(). | CODE |
| LOW | Source/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h | 16870 | The easiest way to copy data from a host pointer to an allocation is to use convenience function vmaCopyMemoryToAllocati | CODE |
| LOW | Source/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h | 16899 | Copy in the other direction - from an allocation to a host pointer can be performed the same way using function vmaCopyA | CODE |
| LOW | Source/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h | 17347 | using default pools with dedicated function vmaCreateBufferWithAlignment(). | CODE |
| LOW | Source/ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h | 18012 | use special function vmaCreateBufferWithAlignment(), which takes additional parameter `minAlignment`. | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | Source/ThirdParty/fmt/format-inl.h | 1215 | // Step 1: integer promotion & Schubfach multiplier calculation. | COMMENT |
| LOW | Source/ThirdParty/fmt/format-inl.h | 1270 | // Step 2: Try larger divisor; remove trailing zeros if necessary. | COMMENT |
| LOW | Source/ThirdParty/fmt/format-inl.h | 1302 | // Step 3: Find the significand with the smaller divisor. | COMMENT |
| LOW | Source/ThirdParty/catch2/catch.hpp | 12654 | // No children have started. We need to check if they _can_ | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | Source/ThirdParty/fmt/format-inl.h | 1215 | // Step 1: integer promotion & Schubfach multiplier calculation. | COMMENT |
| LOW | Source/ThirdParty/fmt/format-inl.h | 1270 | // Step 2: Try larger divisor; remove trailing zeros if necessary. | COMMENT |
| LOW | Source/ThirdParty/fmt/format-inl.h | 1302 | // Step 3: Find the significand with the smaller divisor. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | Source/ThirdParty/recastnavigation/DetourNavMesh.cpp | 172 | -# Create a tile data array using dtCreateNavMeshData(). | CODE |