A game engine with a fully bindless, GPU-driven renderer featuring real-time path-traced global illumination, hardware ray tracing, and a physics simulation running at 200Hz, built over 12+ years of R&D
This report summarizes scanner evidence for PanosK92/SpartanEngine, a C++ project with 3,195 GitHub stars. SynthScan examined 1,170,521 lines of code across 2267 source files, recording 4072 pattern matches distributed across 11 syntactic categories. The legacy adjusted pattern signal is 3.1 (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? 4064 finding(s).
Are imports declared and package/API names verified? 8 finding(s).
Are wrappers, guards, and repeated structures necessary? 4 finding(s).
Which changes need focused human review? 4072 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 4072 distinct pattern matches across 11 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 | tools/engine_sound/render.cpp | 1 | /* | COMMENT |
| LOW | tools/engine_sound/pch.h | 1 | #pragma once | COMMENT |
| LOW | …/engine_sound/physical_wip/CarEngineSoundSynthesis.cpp | 1 | /* | COMMENT |
| LOW | source/ui/ImGui.cpp | 1 | /* | COMMENT |
| LOW | source/car/CarHud.cpp | 1 | /* | COMMENT |
| LOW | source/car/CarState.h | 1 | /* | COMMENT |
| LOW | source/car/CarState.h | 21 | #include <string> | COMMENT |
| LOW | source/car/CarDirt.h | 21 | // the dirt on the occupied car, accumulated grain by grain in the texels of its rain atlas (CarRain.h), a few milli | COMMENT |
| LOW | source/car/CarVisualization.cpp | 1 | /* | COMMENT |
| LOW | source/car/CarVisualization.cpp | 21 | #include "../core/Window.h" | COMMENT |
| LOW | source/car/CarParticleWake.h | 1 | // Copyright(c) 2015-2026 Panos Karabelas | COMMENT |
| LOW | source/car/CarSimulation.h | 1 | /* | COMMENT |
| LOW | source/car/CarRender.cpp | 1 | /* | COMMENT |
| LOW | source/car/CarEngineSoundSynthesis.cpp | 1 | /* | COMMENT |
| LOW | source/car/Car.h | 1 | /* | COMMENT |
| LOW | source/car/Car.cpp | 1 | /* | COMMENT |
| LOW | source/car/Car.cpp | 21 | #include "CarTireSquealSynthesis.h" | COMMENT |
| LOW | source/car/CarRain.h | 21 | using CarRainDropGpu = SurfaceWaterDrop; | COMMENT |
| LOW | source/car/CarPhysics.cpp | 1 | COMMENT | |
| LOW | source/car/CarPhysics.cpp | 21 | #include "../world/Entity.h" | COMMENT |
| LOW | source/car/CarPhysics.cpp | 41 | #ifdef DEBUG | COMMENT |
| LOW | source/car/CarWeather.cpp | 1 | /* | COMMENT |
| LOW | source/car/CarRain.cpp | 1 | /* | COMMENT |
| LOW | source/car/CarSurfaceEffects.cpp | 1 | /* | COMMENT |
| LOW | source/car/AiDriver.cpp | 1 | /* | COMMENT |
| LOW | source/car/CarTelemetry.h | 1 | /* | COMMENT |
| LOW | source/steam/Steam.cpp | 1 | /* | COMMENT |
| LOW | source/core/pch.h | 1 | /* | COMMENT |
| LOW | source/core/pch.h | 21 | #include <map> | COMMENT |
| LOW | source/core/pch.h | 41 | #include "Stopwatch.h" | COMMENT |
| LOW | source/core/Definitions.cpp | 1 | /* | COMMENT |
| LOW | source/core/Window.cpp | 1 | /* | COMMENT |
| LOW | source/core/Portability.h | 1 | /* | COMMENT |
| LOW | source/core/Portability.h | 21 | #include <strings.h> | COMMENT |
| LOW | source/core/ThreadPool.cpp | 1 | /* | COMMENT |
| LOW | source/core/Engine.cpp | 1 | /* | COMMENT |
| LOW | source/core/Engine.cpp | 21 | #include "../display/Display.h" | COMMENT |
| LOW | source/core/Definitions.h | 81 | } | COMMENT |
| LOW | source/core/Definitions.h | 101 | //= WARNINGS ON/OFF ==================================================== | COMMENT |
| LOW | source/core/Definitions.h | 121 | //= DEBUG BREAK ========================================================= | COMMENT |
| LOW | source/core/Definitions.h | 181 | #define SP_ASSERT_MSG(expression, text_message) \ | COMMENT |
| LOW | source/core/main.cpp | 1 | /* | COMMENT |
| LOW | source/memory/MemoryCopy.h | 1 | // Copyright(c) 2015-2026 Panos Karabelas | COMMENT |
| LOW | source/memory/Allocator.cpp | 1 | /* | COMMENT |
| LOW | source/io/pugiconfig.hpp | 21 | // #define PUGIXML_COMPACT | COMMENT |
| LOW | source/io/pugixml.hpp | 21 | #include "pugiconfig.hpp" | COMMENT |
| LOW | source/io/pugixml.hpp | 41 | // Macro for deprecated features | COMMENT |
| LOW | source/io/pugixml.hpp | 61 | COMMENT | |
| LOW | source/io/pugixml.hpp | 81 | # define PUGIXML_HAS_MOVE | COMMENT |
| LOW | source/io/pugixml.hpp | 101 | #endif | COMMENT |
| LOW | source/io/pugixml.hpp | 121 | # define PUGIXML_NULL 0 | COMMENT |
| LOW | source/io/pugixml.hpp | 1261 | COMMENT | |
| LOW | source/file_system/FileSystem.cpp | 1 | /* | COMMENT |
| LOW | source/rhi/RHI_CommandList.h | 1 | /* | COMMENT |
| LOW | source/rhi/RHI_Texture.cpp | 1 | /* | COMMENT |
| LOW | source/rhi/RHI_Shader.h | 1 | /* | COMMENT |
| LOW | source/rhi/RHI_Device.h | 1 | /* | COMMENT |
| LOW | source/rhi/RHI_PipelineState.cpp | 1 | /* | COMMENT |
| LOW | source/rhi/RHI_Device.cpp | 1 | /* | COMMENT |
| LOW | source/rhi/RHI_CommandList.cpp | 1 | /* | COMMENT |
| 3899 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | source/mcp/McpTextureKernel.cpp | 1489 | // separable, wrapping so the bevel stays seamless across the tile edge | COMMENT |
| MEDIUM | source/mcp/McpTextureKernel.cpp | 1547 | // normal map from the accumulated relief, wrapping keeps tiles seamless | COMMENT |
| MEDIUM | source/geometry/TreeTextures.h | 18 | // downloaded texture. bark is a seamless tile wrapped around the stems, the atlas holds four twig variants, | COMMENT |
| MEDIUM | source/editor/TransformGizmo.cpp | 798 | // pushes a point away from a center by a pixel amount, builds seamless inflated outlines | COMMENT |
| MEDIUM | source/editor/TransformGizmo.cpp | 1064 | // halo grows every corner away from the projected center, so shared edges stay seamless | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 59 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamUser(), but using this ensures | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 99 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamFriends(), but using this ensu | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 184 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamUtils(), but using this ensure | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 189 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerUtils(), but using t | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 233 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamMatchmaking(), but using this | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 297 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamMatchmakingServers(), but usin | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 321 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamParties(), but using this ensu | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 340 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamRemoteStorage(), but using thi | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 406 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamUserStats(), but using this en | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 457 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamApps(), but using this ensures | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 497 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamNetworking(), but using this e | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 502 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerNetworking(), but us | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 531 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamScreenshots(), but using this | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 547 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamMusic(), but using this ensure | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 563 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamHTTP(), but using this ensures | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 568 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerHTTP(), but using th | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 600 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamInput(), but using this ensure | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 655 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamController(), but using this e | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 696 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamUGC(), but using this ensures | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 701 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerUGC(), but using thi | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 807 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamHTMLSurface(), but using this | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 851 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamInventory(), but using this en | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 856 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerInventory(), but usi | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 901 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamTimeline(), but using this ens | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 926 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamVideo(), but using this ensure | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 937 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamParentalSettings(), but using | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 950 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamRemotePlay(), but using this e | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 977 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamNetworkingMessages_SteamAPI(), | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 982 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerNetworkingMessages_S | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 995 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamNetworkingSockets_SteamAPI(), | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 1000 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerNetworkingSockets_St | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 1054 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamNetworkingUtils_SteamAPI(), bu | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 1102 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServer(), but using this e | COMMENT |
| MEDIUM | third_party/steamworks/public/steam/steam_api_flat.h | 1150 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerStats(), but using t | COMMENT |
| MEDIUM | …arty/steamworks/public/steam/isteamnetworkingsockets.h | 587 | /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses | COMMENT |
| MEDIUM | …d_party/steamworks/public/steam/steamnetworkingtypes.h | 443 | /// read it back. Typically this is not a problem, as application protocols that utilize | COMMENT |
| MEDIUM | third_party/recast/Recast/Source/RecastMeshDetail.cpp | 666 | // seamless height values across the ply boundaries. | COMMENT |
| MEDIUM | …party/recast/DetourCrowd/Source/DetourPathCorridor.cpp | 228 | /// Essentially, the corridor is set of one polygon in size with the target | COMMENT |
| MEDIUM | third_party/mimalloc/src/prim/osx/alloc-override-zone.c | 433 | // it seems less robust than using interpose. | COMMENT |
| MEDIUM | third_party/lua/sol/sol.hpp | 3012 | // Definitely 5.0 | COMMENT |
| MEDIUM⚡ | third_party/nri/Include/NRIDescs.h | 1491 | OFF, // no overhead, no robust access (out-of-bounds access is not allowed) | CODE |
| MEDIUM⚡ | third_party/nri/Include/NRIDescs.h | 1492 | VK, // minimal overhead, partial robust access | CODE |
| MEDIUM⚡ | third_party/nri/Include/NRIDescs.h | 1493 | D3D12 // moderate overhead, D3D12-level robust access (requires "VK_EXT_robustness2", soft fallback to VK | CODE |
| MEDIUM | …d_party/free_image/FreeImage/FreeImage/PluginTARGA.cpp | 387 | // not a 2.0 image, try testing if it's a valid TGA anyway (not robust) | COMMENT |
| LOW | third_party/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 | …rd_party/vulkan/vulkan/utility/vk_sparse_range_map.hpp | 716 | // We're not robust to a bad hint, so detect it with extreme prejudice | COMMENT |
| MEDIUM | …rd_party/vulkan/vulkan/utility/vk_sparse_range_map.hpp | 717 | // TODO: Add bad hint test to make this robust... | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | source/editor/GeneralWindows.cpp | 721 | ImGui::PopID(); // Don't forget to Pop! | CODE |
| MEDIUM | source/editor/imgui/source/imgui_widgets.cpp | 7357 | // Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. | COMMENT |
| MEDIUM | third_party/free_type/freetype/fterrors.h | 78 | * Here is a simple example. | COMMENT |
| MEDIUM | third_party/free_type/freetype/freetype.h | 1385 | * for demonstration purposes. | COMMENT |
| LOW | third_party/free_type/freetype/internal/ftrfork.h | 35 | /* Don't forget to increment the number if you add a new guessing rule. */ | COMMENT |
| LOW | third_party/assimp/assimp/cimport.h | 312 | * don't forget to detach it again. | COMMENT |
| LOW | third_party/assimp/assimp/cimport.h | 324 | * don't forget to detach it again. | COMMENT |
| LOW | third_party/assimp/assimp/postprocess.h | 634 | * If you're using DirectX, don't forget to combine this value with | COMMENT |
| LOW | third_party/assimp/assimp/postprocess.h | 659 | * If you're using DirectX, don't forget to combine this value with | COMMENT |
| LOW | third_party/assimp/assimp/postprocess.h | 689 | * If you're using DirectX, don't forget to combine this value with | COMMENT |
| LOW | …ird_party/free_image/FreeImage/FreeImage/PluginBMP.cpp | 1178 | // don't forget to write what we already have in the buffer | COMMENT |
| LOW | third_party/sdl/SDL3/SDL_process.h | 39 | * Don't forget to call SDL_DestroyProcess() to clean up, whether the process | COMMENT |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 17677 | // At the end, don't forget to: | COMMENT |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 19130 | // At the end, don't forget to destroy it! | COMMENT |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 19173 | // At the end, don't forget to destroy it! | COMMENT |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 693 | To prepare for this possibility, don't forget to add appropriate flags like | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 2906 | don't forget to free them. | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 2953 | don't forget to free it as well. | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 17714 | Don't forget to destroy your buffer and allocation objects when no longer needed: | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 18876 | 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 | data/shaders/amd_fidelity_fx/ffx_spd.h | 193 | // [SAMPLER] don't forget to add the define #SPD_LINEAR_SAMPLER :) | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …arty/steamworks/public/steam/isteamnetworkingsockets.h | 786 | /// NOTE: This function is not actually supported on Steam! It is included | COMMENT |
| LOW | third_party/steamworks/public/steam/isteamnetworking.h | 196 | // NOTE: This function is deprecated and may be removed in a future version of the SDK. For | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1448 | // Step 2: specify data destination (eg, a file) | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1452 | // Step 3: set parameters for compression | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1574 | // Step 5: Start compressor | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1578 | // Step 6: Write special markers | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1584 | // Step 7: while (scan lines remain to be written) | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1696 | // Step 8: Finish compression | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1700 | // Step 9: release JPEG compression object | COMMENT |
| LOW | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1429 | // Step 1: allocate and initialize JPEG compression object | COMMENT |
| LOW | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1548 | // Step 4: set quality | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | source/resource/import/ImageImporter.cpp | 359 | else if (bpp == 24) // For 24-bit, we need to check if there's a transparency mask | CODE |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1448 | // Step 2: specify data destination (eg, a file) | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1452 | // Step 3: set parameters for compression | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1574 | // Step 5: Start compressor | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1578 | // Step 6: Write special markers | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1584 | // Step 7: while (scan lines remain to be written) | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1696 | // Step 8: Finish compression | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1700 | // Step 9: release JPEG compression object | COMMENT |
| LOW | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1429 | // Step 1: allocate and initialize JPEG compression object | COMMENT |
| LOW | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1548 | // Step 4: set quality | COMMENT |
| LOW | third_party/renderdoc/renderdoc/replay/shader_types.h | 557 | DOCUMENT(R"(Utility function to check if this variable stores a resource reference directly accessed by a shader. | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW⚡ | source/editor/imgui/source/imgui_demo.cpp | 7735 | ImGui::TextWrapped("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | source/editor/imgui/source/imgui_demo.cpp | 7735 | ImGui::TextWrapped("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | source/editor/imgui/source/imgui_demo.cpp | 7737 | ImGui::Text("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | source/editor/imgui/source/imgui_demo.cpp | 7737 | ImGui::Text("Lorem ipsum dolor sit amet"); | CODE |
| LOW | source/editor/imgui/source/imgui_demo.cpp | 9663 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor i | CODE |
| LOW | source/editor/imgui/source/imgui_demo.cpp | 9663 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor i | CODE |
| LOW | source/editor/imgui/source/imgui_demo.cpp | 10785 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut | CODE |
| LOW | source/editor/imgui/source/imgui_demo.cpp | 10785 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | third_party/recast/Detour/Source/DetourNavMesh.cpp | 172 | -# Create a tile data array using dtCreateNavMeshData(). | CODE |
| MEDIUM | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 1726 | -# Create an instance of the #VmaVulkanFunctions structure. | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 1581 | To be used with function vmaBeginDefragmentationPass(). | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 17629 | - Use function vmaImportVulkanFunctionsFromVolk() to fill in the structure #VmaVulkanFunctions. | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 17950 | The easiest way to copy data from a host pointer to an allocation is to use convenience function vmaCopyMemoryToAllocati | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 17979 | Copy in the other direction - from an allocation to a host pointer can be performed the same way using function vmaCopyA | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | tools/ci_smoke_test.py | 17 | CODE | |
| LOW | tools/engine_sound/analyze.py | 274 | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | third_party/steamworks/public/steam/steam_api.h | 87 | // Example usage: | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | third_party/mimalloc/src/options.c | 642 | // TODO: implement ourselves to reduce dependencies on the C runtime | COMMENT |