AI Slop Code Risk Monitor

turanszkij/WickedEngine

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

3D engine with modern graphics

2.9 Low pattern signal View on GitHub

Open-Source Code Quality, Security and Technical Debt Review

This report summarizes scanner evidence for turanszkij/WickedEngine, a C++ project with 7,330 GitHub stars. SynthScan examined 856,707 lines of code across 1414 source files, recording 2912 pattern matches distributed across 10 syntactic categories. The legacy adjusted pattern signal is 2.9 (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.

2.9
Adjusted Signal
2.9
Raw Pattern Score
100%
Time Factor
2026-10-31
Last Push
7.3K
Stars
C++
Language
856.7K
Lines of Code
1.4K
Files
2.9K
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 13.3/100 · LOW

Can maintainers explain intent, assumptions, and trade-offs? 2896 finding(s).

Hallucinated Dependency & Supply Chain Risk 0.1/100 · LOW

Are imports declared and package/API names verified? 16 finding(s).

Agent Over-Engineering Ratio 0.1/100 · LOW

Are wrappers, guards, and repeated structures necessary? 19 finding(s).

PR Review Velocity Impact 15.8/100 · LOW

Which changes need focused human review? 2912 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 2MEDIUM 10LOW 2900

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 2912 distinct pattern matches across 10 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 Block2819 hits · 2326 pts
SeverityFileLineSnippetContext
LOWthird_party_software.txt481//COMMENT
LOWWickedEngine/wiCanvas.h61 // Use this for scissor, viewportCOMMENT
LOWWickedEngine/wiArchive.h1#pragma onceCOMMENT
LOWWickedEngine/wiArchive.h81 bool IsOpen() const { return data_ptr != nullptr; };COMMENT
LOWWickedEngine/wiECS.h1#ifndef WI_ENTITY_COMPONENT_SYSTEM_HCOMMENT
LOWWickedEngine/wiECS.h461 wi::vector<Component> components;COMMENT
LOWWickedEngine/wiResourceManager.cpp1#include "wiResourceManager.h"COMMENT
LOWWickedEngine/wiResourceManager.cpp21#pragma comment(lib, "Shlwapi.lib")COMMENT
LOWWickedEngine/wiVector.h1#ifndef WI_VECTOR_REPLACEMENTCOMMENT
LOWWickedEngine/wiInput.cpp1#include "wiInput.h"COMMENT
LOWWickedEngine/wiInput.cpp21#include <SDL2/SDL.h>COMMENT
LOWWickedEngine/wiHairParticle.h1#pragma onceCOMMENT
LOWWickedEngine/wiOcean.cpp1#include "wiOcean.h"COMMENT
LOWWickedEngine/wiRenderer.h1#pragma onceCOMMENT
LOWWickedEngine/wiRenderer.h1441 };COMMENT
LOWWickedEngine/wiGraphicsDevice_DX12.cpp1#include "wiGraphicsDevice_DX12.h"COMMENT
LOWWickedEngine/wiGraphicsDevice_DX12.cpp1901 // Remarks:COMMENT
LOWWickedEngine/wiRenderPath3D_PathTracing.cpp1#include "wiRenderPath3D_PathTracing.h"COMMENT
LOWWickedEngine/wiApplication.cpp1#include "wiApplication.h"COMMENT
LOWWickedEngine/wiApplication.cpp21#include "wiGraphicsDevice_PS5.h"COMMENT
LOWWickedEngine/wiHairParticle.cpp1#include "wiHairParticle.h"COMMENT
LOWWickedEngine/wiScene_BindLua.cpp1#include "wiScene_BindLua.h"COMMENT
LOWWickedEngine/wiGraphicsDevice_Vulkan.h1#pragma onceCOMMENT
LOWWickedEngine/wiGraphicsDevice_Vulkan.h21#define VK_NO_PROTOTYPESCOMMENT
LOWWickedEngine/CMakeLists.txt101# these are all Wicked files except wiRenderer.cpp, which can be compiledCOMMENT
LOWWickedEngine/wiHelper.cpp1#include "wiHelper.h"COMMENT
LOWWickedEngine/wiHelper.cpp21#include <chrono>COMMENT
LOWWickedEngine/wiHelper.cpp41#include <sys/user.h>COMMENT
LOWWickedEngine/wiGraphicsDevice.h1#pragma onceCOMMENT
LOWWickedEngine/wiRenderer_BindLua.cpp1#include "wiRenderer_BindLua.h"COMMENT
LOWWickedEngine/wiRenderPath.h21 virtual void Stop() {}COMMENT
LOWWickedEngine/wiMath.h1#pragma onceCOMMENT
LOWWickedEngine/wiMath.h21// DirectXMath headersCOMMENT
LOWWickedEngine/wiMath.h641 {COMMENT
LOWWickedEngine/wiGraphicsDevice_DX12.h1#pragma onceCOMMENT
LOWWickedEngine/wiGraphicsDevice_DX12.h21#include "Utility/dx12/d3d12video.h"COMMENT
LOWWickedEngine/wiScene.cpp1#include "wiScene.h"COMMENT
LOWWickedEngine/wiSpinLock.h1#pragma onceCOMMENT
LOWWickedEngine/wiRenderer.cpp1#include "wiRenderer.h"COMMENT
LOWWickedEngine/wiRenderer.cpp21#include "wiUnorderedMap.h" // leave it here for shader dump!COMMENT
LOWWickedEngine/wiRenderer.cpp13321 const float TanHalfFovH = 1.0f / camera.Projection.m[0][0];COMMENT
LOWWickedEngine/wiRenderer.cpp17861COMMENT
LOWWickedEngine/wiScene_Components.h1#pragma onceCOMMENT
LOWWickedEngine/WickedEngine.h1#ifndef WICKEDENGINECOMMENT
LOWWickedEngine/WickedEngine.h21#include "wiVersion.h"COMMENT
LOWWickedEngine/WickedEngine.h41#include "wiXInput.h"COMMENT
LOWWickedEngine/WickedEngine.h61#include "wiGPUSortLib.h"COMMENT
LOWWickedEngine/WickedEngine.h81COMMENT
LOWWickedEngine/wiNetwork_Linux.cpp1#include "wiPlatform.h"COMMENT
LOWWickedEngine/wiFont.h141 // Get the texture that contains currently cached glyphsCOMMENT
LOWWickedEngine/wiGPUBVH.cpp1#include "wiGPUBVH.h"COMMENT
LOWWickedEngine/wiUnorderedMap.h1#ifndef WI_UNORDERED_MAP_REPLACEMENTCOMMENT
LOWWickedEngine/wiGraphicsDevice_Vulkan.cpp1#include "wiGraphicsDevice_Vulkan.h"COMMENT
LOWWickedEngine/wiGraphicsDevice_Vulkan.cpp21#include "Utility/vk_mem_alloc.h"COMMENT
LOWWickedEngine/wiApplication.h1#pragma onceCOMMENT
LOWWickedEngine/wiApplication.h81 virtual void Initialize();COMMENT
LOWWickedEngine/wiAudio.cpp1#include "wiAudio.h"COMMENT
LOWWickedEngine/wiAudio.cpp21#include <x3daudio.h>COMMENT
LOWWickedEngine/wiShaderCompiler.cpp1#include "wiShaderCompiler.h"COMMENT
LOWWickedEngine/wiShaderCompiler.cpp21#define __RPC_FARCOMMENT
2759 more matches not shown…
Structural Annotation Overuse28 hits · 39 pts
SeverityFileLineSnippetContext
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h643/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It isCOMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h662/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It isCOMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h681/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It isCOMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h700/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It isCOMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h717/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h734/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h751/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h768/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h785/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h802/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h819/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h836/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h853/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h870/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h887/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h904/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h921/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h938/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h955/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h972/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h989/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h1006/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h1023/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h1040/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.COMMENT
LOWSamples/Example_ImGui/ImGui/imgui.cpp2775 // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element hCOMMENT
LOWSamples/Example_ImGui/ImGui/imgui.cpp2792 // Step 1: Let the clipper infer height from first rangeCOMMENT
LOWSamples/Example_ImGui/ImGui/imgui.cpp14303 // Step 0: stack queryCOMMENT
LOWEditor/ufbx.h5402// NOTE: This function flips the normals if the determinant is negative.COMMENT
Slop Phrases16 hits · 24 pts
SeverityFileLineSnippetContext
MEDIUMWickedEngine/wiScene_Components.h267 int sampler_descriptor = -1; // optional, you can modify this to overwrite global sampler for this materialCODE
LOWWickedEngine/Jolt/Physics/Vehicle/VehicleConstraint.h44/// Note: Don't forget to register the constraint as a StepListener with the PhysicsSystem!COMMENT
LOWWickedEngine/Jolt/Physics/Collision/PhysicsMaterial.h21/// If you inherit from this material, don't forget to create a suitable default material in sDefaultCOMMENT
LOWWickedEngine/Utility/lodepng.cpp70lodepng source code. Don't forget to remove "static" if you copypaste themCODE
LOWWickedEngine/Utility/vk_mem_alloc.h17577// At the end, don't forget to:COMMENT
LOWWickedEngine/Utility/vk_mem_alloc.h19030// At the end, don't forget to destroy it!COMMENT
LOWWickedEngine/Utility/vk_mem_alloc.h19073// At the end, don't forget to destroy it!COMMENT
LOWWickedEngine/Utility/vk_mem_alloc.h683 To prepare for this possibility, don't forget to add appropriate flags likeCODE
LOWWickedEngine/Utility/vk_mem_alloc.h2892don't forget to free them.CODE
LOWWickedEngine/Utility/vk_mem_alloc.h2939don't forget to free it as well.CODE
LOWWickedEngine/Utility/vk_mem_alloc.h17614Don't forget to destroy your buffer and allocation objects when no longer needed:CODE
LOWWickedEngine/Utility/vk_mem_alloc.h18776If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the alCODE
LOWWickedEngine/Utility/D3D12MemAlloc.h3406If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the alCODE
MEDIUMSamples/Example_ImGui/ImGui/imgui_widgets.cpp6254// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.COMMENT
LOWSamples/Example_ImGui/ImGui/imgui.cpp654 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. PreviCODE
MEDIUMSamples/Example_ImGui_Docking/ImGui/imgui_widgets.cpp6261// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.COMMENT
Hyper-Verbose Identifiers19 hits · 22 pts
SeverityFileLineSnippetContext
LOWWickedEngine/Utility/vk_mem_alloc.h1567To be used with function vmaBeginDefragmentationPass().CODE
LOWWickedEngine/Utility/vk_mem_alloc.h17529 - Use function vmaImportVulkanFunctionsFromVolk() to fill in the structure #VmaVulkanFunctions.CODE
LOWWickedEngine/Utility/vk_mem_alloc.h17850The easiest way to copy data from a host pointer to an allocation is to use convenience function vmaCopyMemoryToAllocatiCODE
LOWWickedEngine/Utility/vk_mem_alloc.h17879Copy in the other direction - from an allocation to a host pointer can be performed the same way using function vmaCopyACODE
LOW…/metal_irconverter_runtime/metal_irconverter_runtime.h300 * Use function IRDescriptorTableSetBufferView() to bind an append/consume buffer to a descriptor table.COMMENT
LOW⚡Content/Documentation/ScriptingAPI-Documentation.md668 function SetShadowLODOverrideEnabled(value) endCODE
LOW⚡Content/Documentation/ScriptingAPI-Documentation.md673 function SetOcclusionCullingEnabled(enabled) endCODE
LOW⚡Content/Documentation/ScriptingAPI-Documentation.md678 function SetMeshletOcclusionCullingEnabled(value) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md693 function SetRaytracedShadowsEnabled(value) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md728 function SetDebugPartitionTreeEnabled(enabled) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md748 function SetDebugForceFieldsEnabled(enabled) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md876 function PaintDecalIntoObjectSpaceTexture(params) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md1963 function SetTextureResolutionLimit(resolution) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md1968 function GetTextureResolutionLimit() endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md5924 function InverseKinematicsComponent() endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md6059 function RigidBodyPhysicsComponent() endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md6474 function VolumetricCloudParameters() endCODE
LOWSamples/Example_ImGui/ImGui/imgui_impl_win32.cpp774// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.cCOMMENT
LOW…mples/Example_ImGui_Docking/ImGui/imgui_impl_win32.cpp1179// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.cCOMMENT
Fake / Example Data16 hits · 20 pts
SeverityFileLineSnippetContext
LOW⚡Samples/Example_ImGui/ImGui/imgui_demo.cpp5445 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOW⚡Samples/Example_ImGui/ImGui/imgui_demo.cpp5445 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOW⚡Samples/Example_ImGui/ImGui/imgui_demo.cpp5447 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOW⚡Samples/Example_ImGui/ImGui/imgui_demo.cpp5447 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOWSamples/Example_ImGui/ImGui/imgui_demo.cpp7067 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWSamples/Example_ImGui/ImGui/imgui_demo.cpp7067 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWSamples/Example_ImGui/ImGui/imgui_demo.cpp7746 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
LOWSamples/Example_ImGui/ImGui/imgui_demo.cpp7746 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
LOW⚡Samples/Example_ImGui_Docking/ImGui/imgui_demo.cpp5518 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOW⚡Samples/Example_ImGui_Docking/ImGui/imgui_demo.cpp5518 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOW⚡Samples/Example_ImGui_Docking/ImGui/imgui_demo.cpp5520 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOW⚡Samples/Example_ImGui_Docking/ImGui/imgui_demo.cpp5520 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOWSamples/Example_ImGui_Docking/ImGui/imgui_demo.cpp7161 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWSamples/Example_ImGui_Docking/ImGui/imgui_demo.cpp7161 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWSamples/Example_ImGui_Docking/ImGui/imgui_demo.cpp7968 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
LOWSamples/Example_ImGui_Docking/ImGui/imgui_demo.cpp7968 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
AI Slop Vocabulary6 hits · 18 pts
SeverityFileLineSnippetContext
MEDIUMWickedEngine/Utility/stb_vorbis.c51// 1.10 - 2017-03-03 - more robust seeking; fix negative ilog(); clear error in open_memoryCOMMENT
MEDIUMWickedEngine/Utility/FAudio/src/stb_vorbis.h48// 1.10 - 2017-03-03 - more robust seeking; fix negative ilog(); clear error in open_memoryCOMMENT
MEDIUMSamples/Example_ImGui_Docking/ImGui/imgui_impl_sdl.cpp810 // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the wiCOMMENT
MEDIUMEditor/ufbx.h4852 // Using this and robust linear interpolation will handle stepped tangents correctlyCOMMENT
MEDIUMEditor/xatlas.cpp6427 // It does indeed seem to be a little bit more robust.COMMENT
MEDIUMEditor/tiny_obj_loader.h876 // @todo { write more robust lexer and parser. }COMMENT
Synthetic Comment Markers2 hits · 10 pts
SeverityFileLineSnippetContext
HIGHSamples/Example_ImGui/ImGui/imgui_draw.cpp2308 const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0xCODE
HIGHSamples/Example_ImGui_Docking/ImGui/imgui_draw.cpp2316 const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0xCODE
Verbosity Indicators4 hits · 6 pts
SeverityFileLineSnippetContext
LOWSamples/Example_ImGui/ImGui/imgui.cpp2775 // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element hCOMMENT
LOWSamples/Example_ImGui/ImGui/imgui.cpp2792 // Step 1: Let the clipper infer height from first rangeCOMMENT
LOWSamples/Example_ImGui/ImGui/imgui.cpp14303 // Step 0: stack queryCOMMENT
LOWEditor/tiny_gltf.h7487 // TODO(syoyo): Do we need to check if `version` is greater or equal to 2.0?COMMENT
Self-Referential Comments1 hit · 2 pts
SeverityFileLineSnippetContext
MEDIUMWickedEngine/Utility/vk_mem_alloc.h1712-# Create an instance of the #VmaVulkanFunctions structure.CODE
Deep Nesting1 hit · 1 pts
SeverityFileLineSnippetContext
LOWContent/Documentation/scripting_api/generate_stubs.py58CODE