AI Slop Code Risk Monitor

PanosK92/SpartanEngine

SlopCodeMonitor badge for PanosK92/SpartanEngine Adjusted legacy signal; badge bands: 25 / 50 / 75 (different from dashboard bands).

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

3.1 Low pattern signal View on GitHub

Open-Source Code Quality, Security and Technical Debt Review

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.

3.1
Adjusted Signal
3.1
Raw Pattern Score
100%
Time Factor
2026-10-31
Last Push
3.2K
Stars
C++
Language
1.2M
Lines of Code
2.3K
Files
4.1K
Pattern Hits
2026-10-31
Scan Date
0.00
HC Hit Rate

Risk Review · Payload v1

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.

Cognitive Ownership Risk 14.2/100 · LOW

Can maintainers explain intent, assumptions, and trade-offs? 4064 finding(s).

Hallucinated Dependency & Supply Chain Risk 0.0/100 · LOW

Are imports declared and package/API names verified? 8 finding(s).

Agent Over-Engineering Ratio 0.0/100 · LOW

Are wrappers, guards, and repeated structures necessary? 4 finding(s).

PR Review Velocity Impact 16.4/100 · LOW

Which changes need focused human review? 4072 finding(s).

What These Metrics Mean

Adjusted Signal
Legacy pattern score normalized per 1,000 scanned lines and multiplied by the repository-level time factor. It is not an estimate of AI authorship.
Raw Pattern Score
Sum of severity- and context-weighted pattern findings before applying the time factor.
Time Factor
A coarse multiplier based on repository last-push metadata. It does not identify when individual code was written.
Pattern Hits
Count of configured pattern findings. Review each location and surrounding code before acting.
HC Hit Rate
High- and critical-severity findings per scanned file. Severity is a configured detector weight, not proof of a vulnerability or authorship.
Lines / Files
Scan coverage denominators used by the legacy normalized score.

Pattern-Signal History

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.

Severity Breakdown

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.

CRITICAL 0HIGH 0MEDIUM 56LOW 4016

Directory Score Breakdown

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.

Pattern Findings

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.

Over-Commented Block3959 hits · 3372 pts
SeverityFileLineSnippetContext
LOWtools/engine_sound/render.cpp1/*COMMENT
LOWtools/engine_sound/pch.h1#pragma onceCOMMENT
LOW…/engine_sound/physical_wip/CarEngineSoundSynthesis.cpp1/*COMMENT
LOWsource/ui/ImGui.cpp1/*COMMENT
LOWsource/car/CarHud.cpp1/*COMMENT
LOWsource/car/CarState.h1/*COMMENT
LOWsource/car/CarState.h21#include <string>COMMENT
LOWsource/car/CarDirt.h21 // the dirt on the occupied car, accumulated grain by grain in the texels of its rain atlas (CarRain.h), a few milliCOMMENT
LOWsource/car/CarVisualization.cpp1/*COMMENT
LOWsource/car/CarVisualization.cpp21#include "../core/Window.h"COMMENT
LOWsource/car/CarParticleWake.h1// Copyright(c) 2015-2026 Panos KarabelasCOMMENT
LOWsource/car/CarSimulation.h1/*COMMENT
LOWsource/car/CarRender.cpp1/*COMMENT
LOWsource/car/CarEngineSoundSynthesis.cpp1/*COMMENT
LOWsource/car/Car.h1/*COMMENT
LOWsource/car/Car.cpp1/*COMMENT
LOWsource/car/Car.cpp21#include "CarTireSquealSynthesis.h"COMMENT
LOWsource/car/CarRain.h21 using CarRainDropGpu = SurfaceWaterDrop;COMMENT
LOWsource/car/CarPhysics.cpp1COMMENT
LOWsource/car/CarPhysics.cpp21#include "../world/Entity.h"COMMENT
LOWsource/car/CarPhysics.cpp41#ifdef DEBUGCOMMENT
LOWsource/car/CarWeather.cpp1/*COMMENT
LOWsource/car/CarRain.cpp1/*COMMENT
LOWsource/car/CarSurfaceEffects.cpp1/*COMMENT
LOWsource/car/AiDriver.cpp1/*COMMENT
LOWsource/car/CarTelemetry.h1/*COMMENT
LOWsource/steam/Steam.cpp1/*COMMENT
LOWsource/core/pch.h1/*COMMENT
LOWsource/core/pch.h21#include <map>COMMENT
LOWsource/core/pch.h41#include "Stopwatch.h"COMMENT
LOWsource/core/Definitions.cpp1/*COMMENT
LOWsource/core/Window.cpp1/*COMMENT
LOWsource/core/Portability.h1/*COMMENT
LOWsource/core/Portability.h21#include <strings.h>COMMENT
LOWsource/core/ThreadPool.cpp1/*COMMENT
LOWsource/core/Engine.cpp1/*COMMENT
LOWsource/core/Engine.cpp21#include "../display/Display.h"COMMENT
LOWsource/core/Definitions.h81 }COMMENT
LOWsource/core/Definitions.h101//= WARNINGS ON/OFF ====================================================COMMENT
LOWsource/core/Definitions.h121//= DEBUG BREAK =========================================================COMMENT
LOWsource/core/Definitions.h181#define SP_ASSERT_MSG(expression, text_message) \COMMENT
LOWsource/core/main.cpp1/*COMMENT
LOWsource/memory/MemoryCopy.h1// Copyright(c) 2015-2026 Panos KarabelasCOMMENT
LOWsource/memory/Allocator.cpp1/*COMMENT
LOWsource/io/pugiconfig.hpp21// #define PUGIXML_COMPACTCOMMENT
LOWsource/io/pugixml.hpp21#include "pugiconfig.hpp"COMMENT
LOWsource/io/pugixml.hpp41// Macro for deprecated featuresCOMMENT
LOWsource/io/pugixml.hpp61COMMENT
LOWsource/io/pugixml.hpp81# define PUGIXML_HAS_MOVECOMMENT
LOWsource/io/pugixml.hpp101#endifCOMMENT
LOWsource/io/pugixml.hpp121# define PUGIXML_NULL 0COMMENT
LOWsource/io/pugixml.hpp1261COMMENT
LOWsource/file_system/FileSystem.cpp1/*COMMENT
LOWsource/rhi/RHI_CommandList.h1/*COMMENT
LOWsource/rhi/RHI_Texture.cpp1/*COMMENT
LOWsource/rhi/RHI_Shader.h1/*COMMENT
LOWsource/rhi/RHI_Device.h1/*COMMENT
LOWsource/rhi/RHI_PipelineState.cpp1/*COMMENT
LOWsource/rhi/RHI_Device.cpp1/*COMMENT
LOWsource/rhi/RHI_CommandList.cpp1/*COMMENT
3899 more matches not shown…
AI Slop Vocabulary52 hits · 134 pts
SeverityFileLineSnippetContext
MEDIUMsource/mcp/McpTextureKernel.cpp1489 // separable, wrapping so the bevel stays seamless across the tile edgeCOMMENT
MEDIUMsource/mcp/McpTextureKernel.cpp1547 // normal map from the accumulated relief, wrapping keeps tiles seamlessCOMMENT
MEDIUMsource/geometry/TreeTextures.h18// downloaded texture. bark is a seamless tile wrapped around the stems, the atlas holds four twig variants,COMMENT
MEDIUMsource/editor/TransformGizmo.cpp798 // pushes a point away from a center by a pixel amount, builds seamless inflated outlinesCOMMENT
MEDIUMsource/editor/TransformGizmo.cpp1064 // halo grows every corner away from the projected center, so shared edges stay seamlessCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h59// Inline, unversioned accessor to get the current version. Essentially the same as SteamUser(), but using this ensuresCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h99// Inline, unversioned accessor to get the current version. Essentially the same as SteamFriends(), but using this ensuCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h184// Inline, unversioned accessor to get the current version. Essentially the same as SteamUtils(), but using this ensureCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h189// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerUtils(), but using tCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h233// Inline, unversioned accessor to get the current version. Essentially the same as SteamMatchmaking(), but using this COMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h297// Inline, unversioned accessor to get the current version. Essentially the same as SteamMatchmakingServers(), but usinCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h321// Inline, unversioned accessor to get the current version. Essentially the same as SteamParties(), but using this ensuCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h340// Inline, unversioned accessor to get the current version. Essentially the same as SteamRemoteStorage(), but using thiCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h406// Inline, unversioned accessor to get the current version. Essentially the same as SteamUserStats(), but using this enCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h457// Inline, unversioned accessor to get the current version. Essentially the same as SteamApps(), but using this ensuresCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h497// Inline, unversioned accessor to get the current version. Essentially the same as SteamNetworking(), but using this eCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h502// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerNetworking(), but usCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h531// Inline, unversioned accessor to get the current version. Essentially the same as SteamScreenshots(), but using this COMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h547// Inline, unversioned accessor to get the current version. Essentially the same as SteamMusic(), but using this ensureCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h563// Inline, unversioned accessor to get the current version. Essentially the same as SteamHTTP(), but using this ensuresCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h568// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerHTTP(), but using thCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h600// Inline, unversioned accessor to get the current version. Essentially the same as SteamInput(), but using this ensureCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h655// Inline, unversioned accessor to get the current version. Essentially the same as SteamController(), but using this eCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h696// Inline, unversioned accessor to get the current version. Essentially the same as SteamUGC(), but using this ensures COMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h701// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerUGC(), but using thiCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h807// Inline, unversioned accessor to get the current version. Essentially the same as SteamHTMLSurface(), but using this COMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h851// Inline, unversioned accessor to get the current version. Essentially the same as SteamInventory(), but using this enCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h856// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerInventory(), but usiCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h901// Inline, unversioned accessor to get the current version. Essentially the same as SteamTimeline(), but using this ensCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h926// Inline, unversioned accessor to get the current version. Essentially the same as SteamVideo(), but using this ensureCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h937// Inline, unversioned accessor to get the current version. Essentially the same as SteamParentalSettings(), but using COMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h950// Inline, unversioned accessor to get the current version. Essentially the same as SteamRemotePlay(), but using this eCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h977// Inline, unversioned accessor to get the current version. Essentially the same as SteamNetworkingMessages_SteamAPI(),COMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h982// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerNetworkingMessages_SCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h995// Inline, unversioned accessor to get the current version. Essentially the same as SteamNetworkingSockets_SteamAPI(), COMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h1000// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerNetworkingSockets_StCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h1054// Inline, unversioned accessor to get the current version. Essentially the same as SteamNetworkingUtils_SteamAPI(), buCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h1102// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServer(), but using this eCOMMENT
MEDIUMthird_party/steamworks/public/steam/steam_api_flat.h1150// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerStats(), but using tCOMMENT
MEDIUM…arty/steamworks/public/steam/isteamnetworkingsockets.h587 /// here. The reason is to make reconnection to a gameserver robust, even if the client computer losesCOMMENT
MEDIUM…d_party/steamworks/public/steam/steamnetworkingtypes.h443 /// read it back. Typically this is not a problem, as application protocols that utilizeCOMMENT
MEDIUMthird_party/recast/Recast/Source/RecastMeshDetail.cpp666 // seamless height values across the ply boundaries.COMMENT
MEDIUM…party/recast/DetourCrowd/Source/DetourPathCorridor.cpp228/// Essentially, the corridor is set of one polygon in size with the targetCOMMENT
MEDIUMthird_party/mimalloc/src/prim/osx/alloc-override-zone.c433// it seems less robust than using interpose.COMMENT
MEDIUMthird_party/lua/sol/sol.hpp3012 // Definitely 5.0COMMENT
MEDIUM⚡third_party/nri/Include/NRIDescs.h1491 OFF, // no overhead, no robust access (out-of-bounds access is not allowed)CODE
MEDIUM⚡third_party/nri/Include/NRIDescs.h1492 VK, // minimal overhead, partial robust accessCODE
MEDIUM⚡third_party/nri/Include/NRIDescs.h1493 D3D12 // moderate overhead, D3D12-level robust access (requires "VK_EXT_robustness2", soft fallback to VK CODE
MEDIUM…d_party/free_image/FreeImage/FreeImage/PluginTARGA.cpp387 // not a 2.0 image, try testing if it's a valid TGA anyway (not robust)COMMENT
LOWthird_party/sdl/SDL3/SDL_main_impl.h134 #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.hpp716 // We're not robust to a bad hint, so detect it with extreme prejudiceCOMMENT
MEDIUM…rd_party/vulkan/vulkan/utility/vk_sparse_range_map.hpp717 // TODO: Add bad hint test to make this robust...COMMENT
Slop Phrases21 hits · 33 pts
SeverityFileLineSnippetContext
LOWsource/editor/GeneralWindows.cpp721 ImGui::PopID(); // Don't forget to Pop!CODE
MEDIUMsource/editor/imgui/source/imgui_widgets.cpp7357// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.COMMENT
MEDIUMthird_party/free_type/freetype/fterrors.h78 * Here is a simple example.COMMENT
MEDIUMthird_party/free_type/freetype/freetype.h1385 * for demonstration purposes.COMMENT
LOWthird_party/free_type/freetype/internal/ftrfork.h35 /* Don't forget to increment the number if you add a new guessing rule. */COMMENT
LOWthird_party/assimp/assimp/cimport.h312 * don't forget to detach it again.COMMENT
LOWthird_party/assimp/assimp/cimport.h324 * don't forget to detach it again.COMMENT
LOWthird_party/assimp/assimp/postprocess.h634 * If you're using DirectX, don't forget to combine this value withCOMMENT
LOWthird_party/assimp/assimp/postprocess.h659 * If you're using DirectX, don't forget to combine this value withCOMMENT
LOWthird_party/assimp/assimp/postprocess.h689 * If you're using DirectX, don't forget to combine this value withCOMMENT
LOW…ird_party/free_image/FreeImage/FreeImage/PluginBMP.cpp1178 // don't forget to write what we already have in the bufferCOMMENT
LOWthird_party/sdl/SDL3/SDL_process.h39 * Don't forget to call SDL_DestroyProcess() to clean up, whether the processCOMMENT
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h17677// At the end, don't forget to:COMMENT
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h19130// At the end, don't forget to destroy it!COMMENT
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h19173// At the end, don't forget to destroy it!COMMENT
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h693 To prepare for this possibility, don't forget to add appropriate flags likeCODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h2906don't forget to free them.CODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h2953don't forget to free it as well.CODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h17714Don't forget to destroy your buffer and allocation objects when no longer needed:CODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h18876If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the alCODE
LOWdata/shaders/amd_fidelity_fx/ffx_spd.h193// [SAMPLER] don't forget to add the define #SPD_LINEAR_SAMPLER :)COMMENT
Structural Annotation Overuse11 hits · 22 pts
SeverityFileLineSnippetContext
LOW…arty/steamworks/public/steam/isteamnetworkingsockets.h786 /// NOTE: This function is not actually supported on Steam! It is includedCOMMENT
LOWthird_party/steamworks/public/steam/isteamnetworking.h196 // NOTE: This function is deprecated and may be removed in a future version of the SDK. ForCOMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1448 // Step 2: specify data destination (eg, a file)COMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1452 // Step 3: set parameters for compressionCOMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1574 // Step 5: Start compressorCOMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1578 // Step 6: Write special markersCOMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1584 // Step 7: while (scan lines remain to be written)COMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1696 // Step 8: Finish compressionCOMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1700 // Step 9: release JPEG compression objectCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1429 // Step 1: allocate and initialize JPEG compression objectCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1548 // Step 4: set qualityCOMMENT
Verbosity Indicators11 hits · 21 pts
SeverityFileLineSnippetContext
LOWsource/resource/import/ImageImporter.cpp359 else if (bpp == 24) // For 24-bit, we need to check if there's a transparency maskCODE
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1448 // Step 2: specify data destination (eg, a file)COMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1452 // Step 3: set parameters for compressionCOMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1574 // Step 5: Start compressorCOMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1578 // Step 6: Write special markersCOMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1584 // Step 7: while (scan lines remain to be written)COMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1696 // Step 8: Finish compressionCOMMENT
LOW⚡…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1700 // Step 9: release JPEG compression objectCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1429 // Step 1: allocate and initialize JPEG compression objectCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1548 // Step 4: set qualityCOMMENT
LOWthird_party/renderdoc/renderdoc/replay/shader_types.h557 DOCUMENT(R"(Utility function to check if this variable stores a resource reference directly accessed by a shader.CODE
Fake / Example Data8 hits · 10 pts
SeverityFileLineSnippetContext
LOW⚡source/editor/imgui/source/imgui_demo.cpp7735 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOW⚡source/editor/imgui/source/imgui_demo.cpp7735 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOW⚡source/editor/imgui/source/imgui_demo.cpp7737 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOW⚡source/editor/imgui/source/imgui_demo.cpp7737 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOWsource/editor/imgui/source/imgui_demo.cpp9663 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWsource/editor/imgui/source/imgui_demo.cpp9663 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWsource/editor/imgui/source/imgui_demo.cpp10785 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
LOWsource/editor/imgui/source/imgui_demo.cpp10785 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
Self-Referential Comments2 hits · 4 pts
SeverityFileLineSnippetContext
MEDIUMthird_party/recast/Detour/Source/DetourNavMesh.cpp172-# Create a tile data array using dtCreateNavMeshData().CODE
MEDIUMthird_party/vulkan_memory_allocator/vk_mem_alloc.h1726-# Create an instance of the #VmaVulkanFunctions structure.CODE
Hyper-Verbose Identifiers4 hits · 4 pts
SeverityFileLineSnippetContext
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h1581To be used with function vmaBeginDefragmentationPass().CODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h17629 - Use function vmaImportVulkanFunctionsFromVolk() to fill in the structure #VmaVulkanFunctions.CODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h17950The easiest way to copy data from a host pointer to an allocation is to use convenience function vmaCopyMemoryToAllocatiCODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h17979Copy in the other direction - from an allocation to a host pointer can be performed the same way using function vmaCopyACODE
Deep Nesting2 hits · 2 pts
SeverityFileLineSnippetContext
LOWtools/ci_smoke_test.py17CODE
LOWtools/engine_sound/analyze.py274CODE
Example Usage Blocks1 hit · 2 pts
SeverityFileLineSnippetContext
LOWthird_party/steamworks/public/steam/steam_api.h87// Example usage:COMMENT
TODO Padding1 hit · 2 pts
SeverityFileLineSnippetContext
LOWthird_party/mimalloc/src/options.c642// TODO: implement ourselves to reduce dependencies on the C runtimeCOMMENT