AI Slop Code Risk Monitor

magcius/noclip.website

SlopCodeMonitor badge for magcius/noclip.website Adjusted legacy signal; badge bands: 25 / 50 / 75 (different from dashboard bands).

A digital museum of video game levels

1.4 Low pattern signal View on GitHub

Open-Source Code Quality, Security and Technical Debt Review

This report summarizes scanner evidence for magcius/noclip.website, a TypeScript project with 4,297 GitHub stars. SynthScan examined 489,608 lines of code across 997 source files, recording 567 pattern matches distributed across 12 syntactic categories. The legacy adjusted pattern signal is 1.4 (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.

1.4
Adjusted Signal
1.4
Raw Pattern Score
100%
Time Factor
2026-10-20
Last Push
4.3K
Stars
TypeScript
Language
489.6K
Lines of Code
997
Files
567
Pattern Hits
2026-10-31
Scan Date
0.01
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 5.9/100 · LOW

Can maintainers explain intent, assumptions, and trade-offs? 557 finding(s).

Hallucinated Dependency & Supply Chain Risk 0.7/100 · LOW

Are imports declared and package/API names verified? 9 finding(s).

Agent Over-Engineering Ratio 4.7/100 · LOW

Are wrappers, guards, and repeated structures necessary? 441 finding(s).

PR Review Velocity Impact 6.3/100 · LOW

Which changes need focused human review? 567 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 7HIGH 1MEDIUM 3LOW 556

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 567 distinct pattern matches across 12 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.

Hyper-Verbose Identifiers440 hits · 464 pts
SeverityFileLineSnippetContext
LOWsrc/MathHelpers.ts276export function computeMatrixWithoutScale(dst: mat4, m: ReadonlyMat4): void {CODE
LOWsrc/MathHelpers.ts294export function computeMatrixWithoutTranslation(dst: mat4, m: ReadonlyMat4): void {CODE
LOWsrc/MathHelpers.ts338export function projectionMatrixForFrustum(m: mat4, left: number, right: number, bottom: number, top: number, near: numbCODE
LOWsrc/MathHelpers.ts366export function projectionMatrixForCuboid(m: mat4, left: number, right: number, bottom: number, top: number, near: numbeCODE
LOWsrc/MathHelpers.ts388export function calcEulerAngleRotationFromSRTMatrix(dst: vec3, m: ReadonlyMat4): void {CODE
LOWsrc/MathHelpers.ts406export function calcUnitSphericalCoordinates(dst: vec3, azimuthal: number, polar: number): void {CODE
LOWsrc/DebugJunk.ts372export function interactiveVizSliderSelect(items: any[], fieldName: string = 'visible', callback: ((obj: any, itemIndex:CODE
LOWsrc/BitMap.ts63export function bitMapGetSerializedByteLength(numBits: number): number {CODE
LOWsrc/byml.ts506function writeComplexValueFloatArray(w: WriteContext, v: Float32Array): void {CODE
LOWsrc/CodeEditor.ts254function expensiveMeasureTextMargin(document: Document, width: number, height: number, font: string): number {CODE
LOWsrc/Camera.ts160export function computeViewSpaceDepthFromWorldSpaceAABB(viewMatrix: ReadonlyMat4, aabb: AABB, v: vec3 = scratchVec3a): nCODE
LOWsrc/Camera.ts176export function computeViewSpaceDepthFromWorldSpacePoint(viewMatrix: ReadonlyMat4, v: ReadonlyVec3): number {CODE
LOWsrc/Scenes_FileDrops.ts187async function traverseFileSystemEntryTree(entries: FileSystemEntry[], path: string): Promise<FileWithPath[]> {CODE
LOWsrc/Scenes_FileDrops.ts195export async function traverseFileSystemDataTransfer(dataTransfer: DataTransfer): Promise<FileWithPath[]> {CODE
LOWsrc/ui.ts116function svgStringToCSSBackgroundImage(svgString: string) {CODE
LOWsrc/DebugFloaters.ts571function recurseAllPrototypeFunctions(cb: (proto: any, keyName: string) => void, obj: any): void {CODE
LOWsrc/ZipFile.ts65function makeCentralDirectoryFileHeader(fileEntry: ZipFileEntry, crc32: number, localHeaderOffset: number): ArrayBufferSCODE
LOWsrc/HeavyIron/rw/rwgfx.ts253function convertRwTextureFilterMode(filter: RwTextureFilterMode): GfxTexFilterMode {CODE
LOWsrc/HeavyIron/rw/rwgfx.ts265function convertRwTextureFilterModeMip(filter: RwTextureFilterMode): GfxMipFilterMode {CODE
LOWsrc/HeavyIron/rw/rwgfx.ts289function convertRwTextureAddressMode(address: RwTextureAddressMode): GfxWrapMode {CODE
LOWsrc/ZeldaWindWaker/d_particle.ts57function setTextureMappingIndirect(m: GXTextureMapping, flipY: boolean): void {CODE
LOWsrc/zelview/f3dzex.ts334export function getTextFiltFromOtherModeH(modeH: number): TextFilt {CODE
LOWsrc/zelview/f3dzex.ts490export function getCycleTypeFromOtherModeH(modeH: number): OtherModeH_CycleType {CODE
LOWsrc/MarioKart8Deluxe/Render.ts913function getRenderInfoSingleString(renderInfo: FMAT_RenderInfo): string {CODE
LOWsrc/MarioKart8Deluxe/Render.ts979function translateRenderInfoBlendFactor(renderInfo: FMAT_RenderInfo): GfxBlendFactor {CODE
LOWsrc/PaperMarioTheOrigamiKing/scenes.ts182function patchLevelObjectRenderers(instances: LevelObjectInstances, renderer: OrigamiRenderer) {CODE
LOWsrc/PaperMarioTheOrigamiKing/render_data.ts22function translateVertexAttributeFormat(attributeFormat: AttributeFormat): GfxFormat {CODE
LOWsrc/PaperMarioTheOrigamiKing/render.ts60function translateRenderInfoSingleString(renderInfo: FMAT_RenderInfo): string {CODE
LOWsrc/SuperMarioGalaxy/Talk.ts20function calcLayoutPositionFromWorld(dst: vec3, v: ReadonlyVec3, viewerInput: ViewerRenderInput): void {CODE
LOWsrc/SuperMarioGalaxy/Talk.ts573export function resetAndForwardNode(sceneObjHolder: SceneObjHolder, talk: TalkMessageCtrl, count: number): void {CODE
LOWsrc/SuperMarioGalaxy/Talk.ts615export function createMessageAreaCylinder(zoneAndLayer: ZoneAndLayer, sceneObjHolder: SceneObjHolder, infoIter: JMapInfoCODE
LOWsrc/SuperMarioGalaxy/Demo.ts598function isRegisteredDemoCastExecutor(executor: DemoExecutor, actor: LiveActor): boolean {CODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1237function createShadowVolumeSphereFromCSV(sceneObjHolder: SceneObjHolder, actor: LiveActor, infoIter: JMapInfoIter): voidCODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1245function createShadowVolumeOvalFromCSV(sceneObjHolder: SceneObjHolder, actor: LiveActor, infoIter: JMapInfoIter): void {CODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1254function createShadowVolumeOvalPoleFromCSV(sceneObjHolder: SceneObjHolder, actor: LiveActor, infoIter: JMapInfoIter): voCODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1263function createShadowVolumeCylinderFromCSV(sceneObjHolder: SceneObjHolder, actor: LiveActor, infoIter: JMapInfoIter): voCODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1271function createShadowVolumeBoxFromCSV(sceneObjHolder: SceneObjHolder, actor: LiveActor, infoIter: JMapInfoIter): void {CODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1279function createShadowVolumeLineFromCSV(sceneObjHolder: SceneObjHolder, actor: LiveActor, infoIter: JMapInfoIter): void {CODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1491export function onCalcShadowDropPrivateGravityOneTime(actor: LiveActor, name: string | null = null): void {CODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1495export function onCalcShadowDropPrivateGravity(actor: LiveActor, name: string | null = null): void {CODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1499export function onCalcShadowDropGravityOneTime(actor: LiveActor, name: string | null = null): void {CODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1519export function setShadowVolumeSphereRadius(actor: LiveActor, name: string | null, v: number): void {CODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1523export function setShadowVolumeStartDropOffset(actor: LiveActor, name: string | null, v: number): void {CODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1527export function setShadowVolumeEndDropOffset(actor: LiveActor, name: string | null, v: number): void {CODE
LOW⚡src/SuperMarioGalaxy/Shadow.ts1535export function onShadowVolumeCutDropLength(actor: LiveActor, name: string | null = null): void {CODE
LOWsrc/SuperMarioGalaxy/Shadow.ts29export function calcDropShadowVectorOrZero(sceneObjHolder: SceneObjHolder, nameObj: NameObj, pos: ReadonlyVec3, dst: vecCODE
LOWsrc/SuperMarioGalaxy/Shadow.ts955function findPosNrmMtxIndexFromShape(shape: Shape, jointIndex: number): number | null {CODE
LOWsrc/SuperMarioGalaxy/Shadow.ts966function findPosNrmMtxIndexFromModel(modelData: J3DModelData, jointIndex: number): number {CODE
LOWsrc/SuperMarioGalaxy/Shadow.ts1186function setUpShadowControlBaseMtxFromCSV(controller: ShadowController, actor: LiveActor, infoIter: JMapInfoIter): void CODE
LOWsrc/SuperMarioGalaxy/Shadow.ts1210function setUpShadowControlFromCSV(controller: ShadowController, actor: LiveActor, infoIter: JMapInfoIter): void {CODE
LOWsrc/SuperMarioGalaxy/Shadow.ts1220function createShadowControlFromCSV(sceneObjHolder: SceneObjHolder, actor: LiveActor, infoIter: JMapInfoIter): ShadowConCODE
LOWsrc/SuperMarioGalaxy/Shadow.ts1343function createShadowControllerSurfaceParam(sceneObjHolder: SceneObjHolder, actor: LiveActor, name = 'default'): ShadowCCODE
LOWsrc/SuperMarioGalaxy/Shadow.ts1360function createShadowControllerVolumeParam(sceneObjHolder: SceneObjHolder, actor: LiveActor, name = 'default'): ShadowCoCODE
LOWsrc/SuperMarioGalaxy/Shadow.ts1449export function initShadowVolumeFlatModel(sceneObjHolder: SceneObjHolder, actor: LiveActor, modelName: string, baseMtxPtCODE
LOWsrc/SuperMarioGalaxy/Shadow.ts1462export function setShadowDropPositionAtJoint(actor: LiveActor, name: string | null, jointName: string, offset: ReadonlyVCODE
LOWsrc/SuperMarioGalaxy/Shadow.ts1555export function getShadowProjectionNormal(actor: LiveActor, name: string | null = null): ReadonlyVec3 {CODE
LOWsrc/SuperMarioGalaxy/Shadow.ts1563export function getShadowProjectionLength(actor: LiveActor, name: string | null = null): number | null {CODE
LOWsrc/SuperMarioGalaxy/Shadow.ts1578export function getShadowNearProjectionLength(actor: LiveActor): number | null {CODE
LOWsrc/SuperMarioGalaxy/LightData.ts143function getDefaultStepInterpolate(): number {CODE
LOW⚡src/SuperMarioGalaxy/MapParts.ts16export function getMapPartsArgMoveConditionType(infoIter: JMapInfoIter): MoveConditionType {CODE
380 more matches not shown…
Over-Commented Block103 hits · 102 pts
SeverityFileLineSnippetContext
LOWrust/src/yaz0.rs1COMMENT
LOWrust/src/unity/types/binary.rs261 #[deku(bits = "1", pad_bits_after = "4")]COMMENT
LOWrust/src/unity/types/class_id.rs1use wasm_bindgen::prelude::wasm_bindgen;COMMENT
LOWrust/src/unity/types/class_id.rs21 #[deku(id = "6")] GlobalGameManager,COMMENT
LOWrust/src/unity/types/class_id.rs41 #[deku(id = "29")] OcclusionCullingSettings,COMMENT
LOWrust/src/unity/types/class_id.rs61 #[deku(id = "55")] PhysicsManager,COMMENT
LOWrust/src/unity/types/class_id.rs81 #[deku(id = "76")] WorldParticleCollider,COMMENT
LOWrust/src/unity/types/class_id.rs101 #[deku(id = "108")] Light,COMMENT
LOWrust/src/unity/types/class_id.rs121 #[deku(id = "129")] PlayerSettings,COMMENT
LOWrust/src/unity/types/class_id.rs141 #[deku(id = "149")] NetworkManager,COMMENT
LOWrust/src/unity/types/class_id.rs161 #[deku(id = "170")] AudioDistortionFilter,COMMENT
LOWrust/src/unity/types/class_id.rs181 #[deku(id = "199")] ParticleSystemRenderer,COMMENT
LOWrust/src/unity/types/class_id.rs201 #[deku(id = "226")] BillboardAsset,COMMENT
LOWrust/src/unity/types/class_id.rs221 #[deku(id = "248")] Effector2D,COMMENT
LOWrust/src/unity/types/class_id.rs241 #[deku(id = "303")] UnityAnalyticsManager,COMMENT
LOWrust/src/unity/types/class_id.rs261 #[deku(id = "1002")] EditorExtensionImpl,COMMENT
LOWrust/src/unity/types/class_id.rs281 #[deku(id = "1040")] ModelImporter,COMMENT
LOWrust/src/unity/types/class_id.rs301 #[deku(id = "1109")] AnimatorTransition,COMMENT
LOWrust/src/unity/types/class_id.rs321 // =====================================COMMENT
LOWrust/src/unity/types/class_id.rs341COMMENT
LOWrust/src/unity/types/class_id.rs361 #[deku(id = "638013454")] SpriteAtlasDatabase,COMMENT
LOWrust/src/unity/types/class_id.rs381 #[deku(id = "1183024399")] LookAtConstraint,COMMENT
LOWrust/src/unity/types/class_id.rs401 #[deku(id = "1953259897")] TerrainLayer,COMMENT
LOWsrc/MathHelpers.ts581 // MatrixY = axisY || { m[4], m[5], m[6] }COMMENT
LOWsrc/WebXR.ts1COMMENT
LOWsrc/ZeldaWindWaker/LegacyActor.ts2101 } else if (actorName === 'GyCtrl' || actorName === 'GyCtrlB') {COMMENT
LOWsrc/ZeldaWindWaker/d_drawlist.ts741 // noclip modification: The game's original shadowing uses many draw calls which is inefficient on modern hardware. COMMENT
LOWsrc/ZeldaWindWaker/d_a.ts2541COMMENT
LOWsrc/zelview/scenes.ts221 new ZelviewSceneDesc('nakaniwa_scene', "Zelda's Courtyard"),COMMENT
LOWsrc/PaperMarioTheOrigamiKing/render.ts301 // for (const sr of this.shapeRenderers) {COMMENT
LOWsrc/SuperMarioGalaxy/LiveActor.ts1021 // If we don't have an individualized actor light control, then load the default area light.COMMENT
LOWsrc/SuperMarioGalaxy/DrawBuffer.ts81// static CategoryList::drawOpa(MR::DrawBufferType type):COMMENT
LOWsrc/SuperMarioGalaxy/DrawBuffer.ts101// DrawBuffer::drawOpa():COMMENT
LOWsrc/BanjoKazooie/geo.ts681 // case 0x15: {COMMENT
LOWsrc/FinalFantasyX/scenes.ts1401 // const targetID = this.index + (this.isBattle ? 0x400 : 0);COMMENT
LOWsrc/FinalFantasyX/scenes.ts1661 // new FFXLevelSceneDesc(249, "Moonflow - South Wharf", [0xbb]), // identical, for now?COMMENT
LOWsrc/FinalFantasyX/scenes.ts1741 new FFXLevelSceneDesc(395, "Airship - Deck", [0x115]),COMMENT
LOWsrc/FinalFantasyX/particle.ts4641COMMENT
LOWsrc/FinalFantasyX/magic.ts841 eulerOrder: 0,COMMENT
LOWsrc/FinalFantasyX/magic.ts1081 // _("Thunder Shot?", 0x222),COMMENT
LOWsrc/FinalFantasyX/magic.ts1101 // _("Blizzaga Fury (~Same)", 0x1b8),COMMENT
LOWsrc/FinalFantasyX/magic.ts1781 }COMMENT
LOWsrc/BeetleAdventureRacing/ParsedFiles/Common.ts21}COMMENT
LOWsrc/BeetleAdventureRacing/ParsedFiles/Common.ts41//COMMENT
LOWsrc/Example/Scenes.ts501 // extra details about the frame, like the delta time, window size, and mouse location.COMMENT
LOWsrc/SuperMonkeyBall/Stagedef.ts121COMMENT
LOWsrc/SuperMonkeyBall/Stagedef.ts581COMMENT
LOWsrc/SuperMonkeyBall/Stagedef.ts601 // const fogAnimHeaderOffs = view.getUint32(0xB0);COMMENT
LOWsrc/Spyro/bin.ts581 for (let i = 0; i < subfile4.getUint32(pointer, true); i++) {COMMENT
LOWsrc/KatamariDamacy/bin.ts341 //COMMENT
LOWsrc/SourceEngine/Main.ts1561COMMENT
LOWsrc/SourceEngine/Studio.ts1561 // const upperflexdesc2 = mdlView.getInt32(mdlEyeballIndex + 0x4C, true); // loweredCOMMENT
LOWsrc/SourceEngine/Materials/Material_Water.ts61#if defined USE_FLOWMAPCOMMENT
LOWsrc/SourceEngine/Materials/Material_Water.ts81#define u_FlowColorTimeInIntervals (u_Misc[1].y)COMMENT
LOWsrc/SourceEngine/Materials/Material_Generic.ts61layout(std140) uniform ub_ObjectParams {COMMENT
LOWsrc/SourceEngine/Materials/Material_Generic.ts81 vec4 u_EnvmapMaskScaleBias;COMMENT
LOWsrc/SourceEngine/Materials/Material_Generic.ts101 Mat4x4 u_ProjectedLightFromWorldMatrix;COMMENT
LOWsrc/SourceEngine/Materials/Material_Generic.ts121#define u_TreeSwayScrumbleIntensityPow (u_TreeSwayParam[3].y)COMMENT
LOWsrc/OcarinaOfTime3D/oot3d_scenes.ts1261 b.bindCMAB(parseCMAB(zar, 'misc/uv_balinadetrap.cmab'));COMMENT
LOWsrc/StarFoxAdventures/scenes.ts221 // Dinosaur Planet contains many maps. During the transition to the GameCubeCOMMENT
43 more matches not shown…
Hallucination Indicators7 hits · 70 pts
SeverityFileLineSnippetContext
CRITICALsrc/MarioKartWii/Scenes_MarioKartWii.ts410 this.nodeIndices.push(this.modelInstance.mdl0Model.mdl0.nodes.findIndex((node) => node.name === nodeName)!);CODE
CRITICALsrc/SuperMarioGalaxy/Actors/LegacyActor.ts142 this.isWorldMap = this.isSMG2 && this.sceneObjHolder.sceneLoader.sceneDesc.galaxyName.startsWith('WorldMap');CODE
CRITICALsrc/StarFoxAdventures/models.ts121 draw = modelCtx.sceneCtx.viewerInput.camera.frustum.contains(scratchBox0);CODE
CRITICALsrc/StarFoxAdventures/shapes.ts231 const probedLights = shapeCtx.modelCtx.sceneCtx.world.worldLights.probeLightsOnMapBox(scratchBox0, LightTypeCODE
CRITICALsrc/GrandTheftAuto3/scenes.ts157 if (this.meta.paths.dat.water.endsWith('water.dat')) {CODE
CRITICALsrc/ZeldaSkywardSword/Main.ts275 return this.modelInstance.mdl0Model.mdl0.nodes.find(node=>node.name === name);CODE
CRITICALsrc/ZeldaSkywardSword/Main.ts3011 const node = roomMdl.modelInstance.mdl0Model.mdl0.nodes.find(node => node.name === roomNodeName);CODE
TODO Padding5 hits · 8 pts
SeverityFileLineSnippetContext
LOWsrc/zelview/zelview0.ts238 // TODO: implement collisionsCOMMENT
LOWsrc/StarFoxAdventures/depthresampler.ts24// TODO: implement near-far scalingCOMMENT
LOWsrc/StarFoxAdventures/Objects/Classes.ts236 // TODO: implement unmountCOMMENT
LOWsrc/Glover/scenes.ts2134 // TODO: implement alternative primitive colors for hub worldCOMMENT
LOWsrc/Glover/sprite.ts405 // TODO: implement these types:COMMENT
AI Slop Vocabulary2 hits · 6 pts
SeverityFileLineSnippetContext
MEDIUMsrc/PaperMarioTheOrigamiKing/scenes.ts528 // this is messy, will replace with more robust level state system eventuallyCOMMENT
MEDIUMsrc/SourceEngine/Materials/Material_Generic.ts1352 // LightmappedGeneric uses only $seamless_scale to turn on seamless mode (for base), while the vertex has $seamlCOMMENT
Empty Error Handlers1 hit · 5 pts
SeverityFileLineSnippetContext
HIGHsrc/Glover/tools/rom_split.py40except FileExistsError:CODE
Verbosity Indicators2 hits · 3 pts
SeverityFileLineSnippetContext
LOWsrc/TopGearRally/extract-tgr.py889 # Step 1: Flip each texture horizontally.COMMENT
LOWsrc/TopGearRally/extract-tgr.py913 # Step 2: Swap the two texture halves so they appear on the correctCOMMENT
Structural Annotation Overuse2 hits · 3 pts
SeverityFileLineSnippetContext
LOWsrc/TopGearRally/extract-tgr.py889 # Step 1: Flip each texture horizontally.COMMENT
LOWsrc/TopGearRally/extract-tgr.py913 # Step 2: Swap the two texture halves so they appear on the correctCOMMENT
Slop Phrases1 hit · 3 pts
SeverityFileLineSnippetContext
MEDIUMsrc/Glover/tools/file_offsets.yaml16# though you can use whatever instructions you want, as longCOMMENT
Deep Nesting2 hits · 2 pts
SeverityFileLineSnippetContext
LOWsrc/TopGearRally/extract-tgr.py611CODE
LOWsrc/TopGearRally/extract-tgr.py858CODE
Unused Imports1 hit · 1 pts
SeverityFileLineSnippetContext
LOWsrc/TopGearRally/extract-tgr.py15CODE
Fake / Example Data1 hit · 1 pts
SeverityFileLineSnippetContext
LOWsrc/TokyoMirageSessionsSharpFE/shader.ts12 public static vertex_attribute_types = [ 'vec3', 'vec4', 'float', 'vec2', 'vec2', 'vec2', 'vec2', 'vec2', 'vec4', 'vCODE