Repository Analysis

stride3d/stride

Stride (formerly Xenko), a free and open-source cross-platform C# game engine.

6.6 Low AI signal View on GitHub

Analysis Overview

This report presents the forensic synthetic code analysis of stride3d/stride, a C# project with 7,709 GitHub stars. SynthScan v2.0 examined 939,998 lines of code across 6891 source files, recording 5711 pattern matches distributed across 18 syntactic categories. The overall adjusted score of 6.6 places this repository in the Low AI signal band.

The scanner applied 160+ deterministic lexical heuristics, multi-line block detectors, abstract syntax tree depth profilers, and a cross-file Jaccard similarity matrix to construct a statistically normalised synthetic code estimate. All matches are individually weighted by severity coefficient and contextual multiplier before summation, and the resulting headline score is temporally discounted to account for the repository's development history relative to the commercial emergence of large language model coding tooling (November 2022 onward).

6.6
Adjusted Score
6.6
Raw Score
100%
Time Factor
2026-07-10
Last Push
7.7K
Stars
C#
Language
940.0K
Lines of Code
6.9K
Files
5.7K
Pattern Hits
2026-07-14
Scan Date
0.01
HC Hit Rate

What These Metrics Mean

Adjusted Score
Primary synthetic code indicator. Raw score normalised per 1,000 lines of code and multiplied by the temporal discount factor. This is the definitive comparative metric — use it to rank repositories by AI authorship density.
Raw Score
The unmodified sum of all severity-weighted, context-multiplied pattern match scores before temporal discounting. Reflects the absolute signal strength independent of when the repository was last active.
Time Factor
The temporal discount multiplier (0–100%) applied to the raw score. Repositories last updated before ChatGPT's launch (Nov 2022) receive a 5% factor. Full signal is only assigned to repositories active in the post-adoption era (Jan 2024+).
Pattern Hits
Total count of individual pattern matches across all files and categories. A high hit count with a low score may indicate a very large codebase with isolated AI snippets; a low count with a high score indicates dense, concentrated AI signatures.
HC Hit Rate
High+Critical pattern hits per file, averaged across the repository. This orthogonal signal catches repositories where a few files are densely packed with high-severity AI tells — a strong indicator even when the normalised score appears moderate due to codebase size.
Lines of Code / Files
Total lines and files analysed. The scanner examines 94 file extensions. These denominators are used to normalise the score, enabling fair comparison between repositories of vastly different sizes.

Score History

Longitudinal tracking requires multiple scan runs. Once this repository is re-scanned after new commits land, this chart will visualise how the synthetic code signal evolves over time — enabling you to detect whether AI authorship is growing, stabilising, or being actively corrected by human engineers.

No multi-scan history yet — run the scanner again to build trend data.

Severity Breakdown

Classifies detected patterns by their diagnostic confidence and structural impact. CRITICAL patterns (coefficient 10) represent definitive synthetic signatures — hallucinated imports, explicit LLM attribution metadata — virtually never produced by human authors. HIGH (5) indicates strong structural tells such as cross-file repetition or cross-linguistic idioms. MEDIUM (2) covers recognisable conversational padding and AI-specific vocabulary. LOW (1) captures subtle indicators like tautological comments and generic boilerplate that require density to carry independent signal.

CRITICAL 53HIGH 32MEDIUM 61LOW 5565

Directory Score Breakdown

This horizontal bar chart decomposes the repository's raw synthetic code score by top-level directory, allowing you to pinpoint precisely which modules or components carry the highest AI authorship density. Directories with disproportionately high scores relative to their size warrant targeted manual review: concentrated AI signatures often trace back to mass-generated configuration layers, auto-ported test suites, LLM-scaffolded boilerplate classes, or entire subsystems authored under heavy copilot assistance. Use this view to prioritise your human code-review effort.

Pattern Findings

The scanner identified 5711 distinct pattern matches across 18 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a statistically significant AI authorship indicator. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.

Reading the findings table: The Severity column indicates the diagnostic confidence level (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — comment-context matches receive a ×1.5 weight because LLMs systematically over-annotate. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier as dense clusters constitute far stronger evidence of synthetic authorship than isolated hits.

Over-Commented Block5512 hits · 5152 pts
SeverityFileLineSnippetContext
LOW…er/Stride.Packaging.Tests/AssetPluginPackagingTests.cs1// Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net)COMMENT
LOW…nduser/Stride.Samples.Tests/Runner/ScreenshotRunner.cs61 }COMMENT
LOWtests/android/stride_android_emu_helper_layer/layer.c1// Host-side Vulkan layer for running the Android emulator with the Stride NuGetCOMMENT
LOW…s/ParticlesSample/ParticlesSample.Game/GameProfiler.cs21 /// <summary>COMMENT
LOW…rticlesSample.Game/Materials/ParticleCustomMaterial.cs61 /// <see cref="IComputeColor"/> allows several channels to be blended together, including textures, vertex streaCOMMENT
LOW…ThirdPersonPlatformer.Game/Camera/ThirdPersonCamera.cs21 /// Minimum camera distance from the targetCOMMENT
LOW…ThirdPersonPlatformer.Game/Camera/ThirdPersonCamera.cs41 /// Maximum camera distance from the targetCOMMENT
LOW…DownRPG/TopDownRPG/TopDownRPG.Game/Core/ClickResult.cs21 /// <summary>COMMENT
LOW…irstPersonShooter/FirstPersonShooter.Game/FpsCamera.cs21COMMENT
LOW.github/workflows/dep-vhacd.yml1name: "Dep: Build VHACD"COMMENT
LOW.github/workflows/dep-moltenvk.yml1name: "Dep: Build MoltenVK"COMMENT
LOW.github/workflows/dep-celt.yml1name: "Dep: Build Celt"COMMENT
LOW.github/workflows/dep-nativepath.yml1name: "Dep: Build NativePath"COMMENT
LOW.github/workflows/dep-bullet.yml1name: "Dep: Build Bullet"COMMENT
LOW.github/workflows/test-android-game.yml261 arch: x86_64COMMENT
LOW.github/workflows/dep-spirv-tools.yml1name: "Dep: Build & Deploy SPIRV-Tools"COMMENT
LOW.github/workflows/dep-astcenc.yml1name: "Dep: Build astcenc"COMMENT
LOW.github/workflows/dep-dxtwrapper.yml1name: "Dep: Build directxtex"COMMENT
LOW.github/workflows/test-gold-gen.yml1name: Test Gold GenerationCOMMENT
LOW.github/workflows/dep-ffmpeg.yml1name: "Dep: Build & Deploy FFmpeg"COMMENT
LOW.github/workflows/dep-msdfgen.yml1name: "Dep: Build msdfgen"COMMENT
LOW.github/workflows/dep-lavapipe.yml1name: "Dep: Build & Deploy Lavapipe"COMMENT
LOW.github/workflows/release-deploy.yml1name: Release DeployCOMMENT
LOW.github/workflows/pr-label-suites.yml1name: PR Label SuitesCOMMENT
LOW…s/Stride.Metrics.ServerApp/Migrations/Configuration.cs21 // This method will be called after migrating to the latest version.COMMENT
LOW…/Stride.Metrics.ServerApp/Content/bootstrap/forms.less101// input[type="password"]COMMENT
LOW…/Stride.Metrics.ServerApp/Content/bootstrap/forms.less161//COMMENT
LOW…/Stride.Metrics.ServerApp/Content/bootstrap/forms.less421 margin-bottom: 10px;COMMENT
LOW….ServerApp/Content/bootstrap/responsive-utilities.less1//COMMENT
LOW…Metrics.ServerApp/Content/bootstrap/button-groups.less221// Checkbox and radio optionsCOMMENT
LOW…ide.Metrics.ServerApp/Content/bootstrap/variables.less661//== List groupCOMMENT
LOW….Metrics.ServerApp/Content/bootstrap/mixins/forms.less41COMMENT
LOW…trics.ServerApp/Content/bootstrap/mixins/clearfix.less1// ClearfixCOMMENT
LOW…erverApp/Content/bootstrap/mixins/vendor-prefixes.less1// Vendor PrefixesCOMMENT
LOW…etrics/Stride.Metrics.ServerApp/Models/MetricMarker.cs21 /// </summary>COMMENT
LOW…s/Stride.Metrics.ServerApp/Models/MetricMarkerGroup.cs1using System.ComponentModel.DataAnnotations;COMMENT
LOW…metrics/Stride.Metrics.ServerApp/Models/MetricEvent.cs21 /// Gets or sets the timestamp the metric was issued.COMMENT
LOW…metrics/Stride.Metrics.ServerApp/Models/MetricEvent.cs41 /// <summary>COMMENT
LOW…metrics/Stride.Metrics.ServerApp/Models/MetricEvent.cs61COMMENT
LOW…cs/Stride.Metrics.ServerApp/Properties/AssemblyInfo.cs21COMMENT
LOW…rces/metrics/Stride.Metrics.ServerApp/Scripts/Chart.js1161COMMENT
LOW…trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js1161 // matchesSelector(:active) reports false when true (IE9/Opera 11.5)COMMENT
LOW…trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js3621 return key === undefined ?COMMENT
LOW…trics.ServerApp/Scripts/jquery.validate.unobtrusive.js261 /// <param name="adapterName" type="String">The name of the adapter to be added. This matches the name usedCOMMENT
LOW…trics.ServerApp/Scripts/jquery.validate.unobtrusive.js281 /// in the data-val-nnnn HTML attribute (where nnnn is the adapter name).</param>COMMENT
LOW…ide.Metrics.ServerApp/Scripts/jquery.validate-vsdoc.js21*COMMENT
LOW…ide.Metrics.ServerApp/Scripts/jquery.validate-vsdoc.js221COMMENT
LOW…ide.Metrics.ServerApp/Scripts/jquery.validate-vsdoc.js1001 /// identifier), a javascript based function and a default string message.COMMENT
LOW…rics/Stride.Metrics.ServerApp/Scripts/angular-touch.js261 // Why tap events?COMMENT
LOW…rics/Stride.Metrics.ServerApp/Scripts/angular-touch.js281 // - preventGhostClick() removes the allowable region the global touchstart created.COMMENT
LOW…Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js1intellisense.annotate(jQuery, {COMMENT
LOW…Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js21 },COMMENT
LOW…Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js41 /// <returns type="PlainObject" />COMMENT
LOW…Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js61 },COMMENT
LOW…Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js81 /// <summary>A constructor function that returns a chainable utility object with methods to register multiple callCOMMENT
LOW…Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js101 'error': function() {COMMENT
LOW…Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js121 /// <returns type="Object" />COMMENT
LOW…Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js141 'getJSON': function() {COMMENT
LOW…Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js161 /// <param name="code" type="String">The JavaScript code to execute.</param>COMMENT
LOW…Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js181 /// <signature>COMMENT
5452 more matches not shown…
Hallucination Indicators53 hits · 530 pts
SeverityFileLineSnippetContext
CRITICAL…es/TopDownRPG/TopDownRPG/TopDownRPG.Game/Core/Utils.cs37 script.SceneSystem.SceneInstance.RootScene.Entities.Add(prefabEntity);CODE
CRITICAL…es/TopDownRPG/TopDownRPG/TopDownRPG.Game/Core/Utils.cs71 script.SceneSystem.SceneInstance.RootScene.Entities.Add(prefabEntity);CODE
CRITICAL…es/TopDownRPG/TopDownRPG/TopDownRPG.Game/Core/Utils.cs92 script.SceneSystem.SceneInstance.RootScene.Entities.Remove(clonedEntity);CODE
CRITICAL…trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js7056jQuery.each( jQuery.expr.match.bool.source.match( /\w+/g ), function( i, name ) {CODE
CRITICAL…s/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.min.js4void 0===c?d&&"get"in d&&null!==(e=d.get(a,b))?e:(e=n.find.attr(a,b),null==e?void 0:e):null!==c?d&&"set"in d&&void 0!==(CODE
CRITICAL…e/Stride.Core.AssemblyProcessor/DispatcherProcessor.cs74 interlockedIncrementMethod.Parameters.Add(new ParameterDefinition("", ParameterAttributes.None, context.AssemblyCODE
CRITICAL…e/Stride.Core.AssemblyProcessor/DispatcherProcessor.cs78 interlockedDecrementMethod.Parameters.Add(new ParameterDefinition("", ParameterAttributes.None, context.AssemblyCODE
CRITICALsources/core/Stride.Core.Tests/TestSerialization.cs94 var bformatter = new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter();CODE
CRITICAL…rces/shaders/Stride.Shaders.Parsers/Spirv/Tools/Dis.cs13[assembly: DebuggerDisplay("{Stride.Shaders.Spirv.Tools.SpirvBufferExtensions.GetDebuggerDisplay(this)}", Target = typeoCODE
CRITICAL…ics.Tests/SendCollisionEndedWhenEntityIsRemovedTest.cs25 var cube = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Cube");CODE
CRITICAL…ics.Tests/SendCollisionEndedWhenEntityIsRemovedTest.cs26 var sphere = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Sphere");CODE
CRITICAL…ics.Tests/SendCollisionEndedWhenEntityIsRemovedTest.cs65 var cube = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Cube");CODE
CRITICAL…ics.Tests/SendCollisionEndedWhenEntityIsRemovedTest.cs66 var sphere = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Sphere");CODE
CRITICALsources/engine/Stride.Physics.Tests/CharacterTest.cs57 var character = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Character");CODE
CRITICALsources/engine/Stride.Physics.Tests/CharacterTest.cs117 var collider = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Collider").GeCODE
CRITICAL…rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs56 var simulation = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Simulation"CODE
CRITICAL…rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs60 var cube = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "CubePrefab1");CODE
CRITICAL…rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs90 var cylinder = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "CylinderPrefaCODE
CRITICAL…rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs120 var capsule = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "CapsulePrefab1CODE
CRITICAL…rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs150 var cone = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "ConePrefab1");CODE
CRITICAL…rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs180 var compound1 = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Compound1");CODE
CRITICAL…rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs265 var simulation = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Simulation"CODE
CRITICAL…rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs266 var cube = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "CubePrefab1");CODE
CRITICALsources/engine/Stride.Physics.Tests/SkinnedTest.cs57 var character = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Model");CODE
CRITICAL…ces/engine/Stride.Graphics.Tests/TestModelComponent.cs39 game.SceneSystem.SceneInstance.RootScene.Entities.Add(entity);CODE
CRITICALsources/engine/Stride.Graphics/SDL/Window.cs581 DropFileActions?.Invoke(Silk.NET.Core.Native.SilkMarshal.PtrToString((IntPtr)e.Drop.File, Silk.NET.CCODE
CRITICAL…ine/Stride.Graphics.Regression/Web/jquery-2.1.0.min.js3while(c--)d=g[c].name,0===d.indexOf("data-")&&(d=o.camelCase(d.slice(5)),P(f,d,e[d]));L.set(f,"hasDataAttrs",!0)}return CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs97 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new EntityComponent[]{ e1, e2, e3, c }.SelectCODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs144 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new EntityComponent[] { e1, e2, e3 }.Select(xCODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs199 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new EntityComponent[] { e1, c }.Select(x => nCODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs233 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 });CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs272 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { sphere, slope, goal });CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs308 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 });CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs352 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { bodyA, staticA, bodyB, floor });CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs385 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 });CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs442 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 });CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs474 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new []{ e1, e2 });CODE
CRITICAL…r/Stride.GameStudio.Tests/TestCopyPasteWithEntities.cs86 Assert.True(assetTest.Asset.Hierarchy.Parts.Values.Contains(entity));CODE
CRITICAL…r/Stride.GameStudio.Tests/TestCopyPasteWithEntities.cs88 var pastedEntity = assetTest.Asset.Hierarchy.Parts.Values.Single(x => x != entity);CODE
CRITICAL…r/Stride.GameStudio.Tests/TestCopyPasteWithEntities.cs112 Assert.True(assetTest.Asset.Hierarchy.Parts.Values.Contains(entity));CODE
CRITICAL…r/Stride.GameStudio.Tests/TestCopyPasteWithEntities.cs114 var pastedEntity = assetTest.Asset.Hierarchy.Parts.Values.Single(x => x != entity);CODE
CRITICALsources/editor/Stride.GameStudio.AutoTesting/Program.cs44 Stride.Core.Assets.Editor.Settings.InternalSettings.LoadingStartupSession.SetValue(false);CODE
CRITICALsources/editor/Stride.GameStudio.AutoTesting/Program.cs45 Stride.Core.Assets.Editor.Settings.InternalSettings.Save();CODE
CRITICAL…tride.Assets.Presentation/StrideDefaultAssetsPlugin.cs225 if (Stride.Core.Assets.Editor.Settings.EditorSettings.UseEffectCompilerServer.GetValue())CODE
CRITICAL…tion/AssetEditors/ScriptEditor/ScriptEditorSettings.cs26 Stride.Core.Assets.Editor.Settings.EditorSettings.Save();CODE
CRITICAL…Presentation/AssetEditors/UIEditor/UIEditorSettings.cs26 Stride.Core.Assets.Editor.Settings.EditorSettings.Save();CODE
CRITICAL…ditors/VisualScriptEditor/VisualScriptSlotViewModel.cs25 this.slotNode = block.Method.Editor.Session.AssetNodeContainer.GetOrCreateNode(slot);CODE
CRITICAL…/SpriteEditor/ViewModels/SpriteSheetEditorViewModel.cs528 var isUnion = System.Windows.Input.Keyboard.Modifiers.HasFlag(System.Windows.Input.ModifierKeys.CODE
CRITICAL…Assets.Presentation/SceneEditor/SceneEditorSettings.cs155 Stride.Core.Assets.Editor.Settings.EditorSettings.Save();CODE
CRITICAL…sets.Presentation/Templates/ScriptTemplateGenerator.cs109 var ask = Stride.Core.Assets.Editor.Settings.EditorSettings.AskBeforeSavingNewScripts.GetValue();CODE
CRITICAL…sets.Presentation/Templates/ScriptTemplateGenerator.cs123 Stride.Core.Assets.Editor.Settings.EditorSettings.AskBeforeSavingNewScripts.SetValue(false);CODE
CRITICAL…sets.Presentation/Templates/ScriptTemplateGenerator.cs124 Stride.Core.Assets.Editor.Settings.EditorSettings.Save();CODE
CRITICAL…ation/NodePresenters/Updaters/CameraSlotNodeUpdater.cs40 var graphicsCompositors = node.Asset.Directory.Package.Assets.Where(x => x.AssetType == typeof(GraphicsCCODE
Synthetic Comment Markers31 hits · 230 pts
SeverityFileLineSnippetContext
HIGH…es/launcher/Stride.Launcher/Resources/Urls.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…launcher/Stride.Launcher/Resources/Strings.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…ride.ConnectionRouter/Properties/Resources.Designer.cs3// This code was generated by a tool.COMMENT
HIGHsources/core/Stride.Core/FrameworkResources.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…/shaders/Stride.Shaders.Generators/EffectCodeWriter.cs43 WriteLine("// This code was generated by Stride Shader Mixin Code Generator.");CODE
HIGHsources/assets/Stride.Core.Packages/TargetGenerator.cs3// This code was generated by a tool.COMMENT
HIGH…ore.Assets/Diagnostics/AssetMessageStrings.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…ne/Stride.Physics.Tests/Resources/Resource.Designer.cs4// This code was generated by a tool.COMMENT
HIGH…/engine/Stride.UI.Tests/Resources/Resource.Designer.cs4// This code was generated by a tool.COMMENT
HIGH…ring/Materials/MaterialSurfaceDomainStageCompositor.cs4// This code was generated by Stride Shader Mixin Code Generator.COMMENT
HIGH…ing/Rendering/Materials/MaterialSurfaceDisplacement.cs4// This code was generated by Stride Shader Mixin Code Generator.COMMENT
HIGH…ring/Rendering/Materials/MaterialTessellationStream.cs4// This code was generated by Stride Shader Mixin Code Generator.COMMENT
HIGH…gine/Stride.Rendering/Rendering/Core/PositionStream.cs4// This code was generated by Stride Shader Mixin Code Generator.COMMENT
HIGH…de.Rendering/Rendering/Images/Outline/OutlineEffect.cs4// This code was generated by Stride Shader Mixin Code Generator.COMMENT
HIGH…ine/Stride.Rendering/Rendering/Images/Fog/FogEffect.cs4// This code was generated by Stride Shader Mixin Code Generator.COMMENT
HIGH…ine/Stride.Engine.Tests/Resources/Resource.Designer.cs4// This code was generated by a tool.COMMENT
HIGH…gine/Stride.Audio.Tests/Resources/Resource.Designer.cs4// This code was generated by a tool.COMMENT
HIGH…/Stride.Audio.Tests/Resources/AppResources.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…/Stride.Particles.Tests/Resources/Resource.Designer.cs4// This code was generated by a tool.COMMENT
HIGH…/engine/Stride.Graphics/FrameworkResources.Designer.cs3// This code was generated by a tool.COMMENT
HIGHsources/engine/Stride.Graphics/SpriteFont.cs752 /// Font size to be used for the draw command, as requested when the command was issuedCOMMENT
HIGH…gine/Stride.Input.Tests/Resources/Resource.Designer.cs4// This code was generated by a tool.COMMENT
HIGH…e.GameStudio/Resources/Strings/KeyGestures.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…Stride.Core.Assets.Editor/Resources/Images.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…ssets.Editor/Resources/Strings/KeyGestures.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…/Stride.Editor/Resources/DefaultThumbnails.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…ntation/AssetEditors/Gizmos/GizmoResources.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…Presentation/Resources/Strings/KeyGestures.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…tion/Resources/Thumbnails/StaticThumbnails.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…de.Assets.Presentation/Properties/Settings.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…e.Assets.Presentation/Properties/Resources.Designer.cs3// This code was generated by a tool.COMMENT
Decorative Section Separators31 hits · 93 pts
SeverityFileLineSnippetContext
MEDIUM.github/workflows/dep-spirv-tools.yml37 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml39 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml78 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml80 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml117 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml119 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml153 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml155 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml187 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml191 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml231 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml237 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml272 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml274 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml319 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-spirv-tools.yml321 # ---------------------------------------------------------------------------COMMENT
MEDIUM.github/workflows/dep-ffmpeg.yml41 # ====================================================================COMMENT
MEDIUM.github/workflows/dep-ffmpeg.yml43 # ====================================================================COMMENT
MEDIUM.github/workflows/dep-ffmpeg.yml142 # ====================================================================COMMENT
MEDIUM.github/workflows/dep-ffmpeg.yml144 # ====================================================================COMMENT
MEDIUM.github/workflows/dep-ffmpeg.yml240 # ====================================================================COMMENT
MEDIUM.github/workflows/dep-ffmpeg.yml244 # ====================================================================COMMENT
MEDIUM.github/workflows/dep-ffmpeg.yml371 # ====================================================================COMMENT
MEDIUM.github/workflows/dep-ffmpeg.yml375 # ====================================================================COMMENT
MEDIUMsources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs35 // ── Core Emit overloads ──────────────────────────────────────────COMMENT
MEDIUMsources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs112 // ── Import helpers ───────────────────────────────────────────────COMMENT
MEDIUMsources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs132 // ── Composite patterns ───────────────────────────────────────────COMMENT
MEDIUMsources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs176 // ── Variable helpers ─────────────────────────────────────────────COMMENT
MEDIUMsources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs190 // ── Label support ────────────────────────────────────────────────COMMENT
MEDIUMsources/shared/SharedAssemblyInfo.cs30 // ── Editable inputs ──────────────────────────────────────────────────────────────────────────────────COMMENT
MEDIUMsources/shared/SharedAssemblyInfo.cs61 // ── Derived / overlaid ───────────────────────────────────────────────────────────────────────────────COMMENT
AI Slop Vocabulary19 hits · 57 pts
SeverityFileLineSnippetContext
MEDIUM.github/workflows/test-enduser.yml50 # Single job per (OS, graphics API): the harness + orchestrator + comparator are sample-agnostic,COMMENT
MEDIUM.github/workflows/test-enduser.yml68 # Software rendering is the default in the autotesting harness; set STRIDE_TESTS_GPU=1 to opt into the GPU.COMMENT
MEDIUM.github/workflows/test-enduser.yml76 # NativeCrashHandler (in the harness + Stride.Graphics.Regression) gates onCOMMENT
MEDIUM.github/workflows/test-enduser.yml211 # with the harness build above.COMMENT
MEDIUM…trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js9159// understands anonymous AMD modules. A named AMD is safest and most robustCOMMENT
MEDIUM…tools/Stride.TemplateGenerator/TemplatePreprocessor.cs481 // csprojs). Match by local name to be robust against either form.COMMENT
MEDIUM…ces/core/Stride.Core.Design/Yaml/YamlSerializerBase.cs14 // TODO: This code is not robust in case of reloading assemblies into the same processCOMMENT
MEDIUMsources/assets/Stride.AssetCompiler/PackageBuilder.cs222 // Let's see if it's robust enough or if some more data need to be hashed or files addedCOMMENT
MEDIUM…e/Stride.Rendering/Rendering/LightProbes/Predicates.cs32/* from the Web page http://www.cs.cmu.edu/~quake/robust.html . */COMMENT
MEDIUM…engine/Stride.Video/Backends/MediaCodecVideoBackend.cs212 // even when not Playing, so a Seek's re-decoded frame still lands. More robust than theCOMMENT
MEDIUM…ne/Stride.Physics/ConvexHullDecompositionParameters.cs21 /// <summary>Uses raycasting to classify inside vs outside; more robust for meshes with holes.</summary>COMMENT
MEDIUMsources/engine/Stride.Foundation/Graphics/DDSHelper.cs220 // likely written by D3DX. The more robust solution is to use the 'DX10'COMMENT
MEDIUM…urces/engine/Stride.Assets.Tests/TexturePackerTests.cs543 // Note: this comparison function is not very robust and might have to be improved at some point (does not take COMMENT
MEDIUM…es/engine/Stride.Games/WindowsStore/GamePlatformUWP.cs115 // but this is not really robustCOMMENT
MEDIUM…phics/GeometricPrimitives/GeometricPrimitive.Teapot.cs418 // are on the top or bottom of the teapot. This is not a robustCOMMENT
MEDIUM…ics/Stride.BepuPhysics/Definitions/Contacts/Contact.cs71 // so we can't make this more robust by storing the position they were at on contact within the physics tickCOMMENT
MEDIUM…ets.Editor/Quantum/AssetContentValueChangeOperation.cs150 // TODO: this way of fetching the index is not robust at all! what if there's the same item twice inCOMMENT
MEDIUM…archyEditor/ViewModels/EntityHierarchyItemViewModel.cs49 // TODO: implement a more robust folder grouping method that trims, etc.COMMENT
MEDIUM…ityHierarchyEditor/Game/EditorGameRenderModeService.cs112 // TODO: A more robust mechanism for filtering or redirecting input?COMMENT
Hyper-Verbose Identifiers23 hits · 23 pts
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LOW…s/Stride.Metrics.ServerApp/Scripts/angular-messages.js604function ngMessageDirectiveFactory(restrict) {CODE
LOW…ics/Stride.Metrics.ServerApp/Scripts/angular-loader.js409 function invokeLaterAndSetModuleName(provider, method) {CODE
LOW…trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js5641 function computePixelPositionAndBoxSizingReliable() {CODE
LOW…trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js7586function addToPrefiltersOrTransports( structure ) {CODE
LOW…trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js7618function inspectPrefiltersOrTransports( structure, options, originalOptions, jqXHR ) {CODE
LOW…de.Metrics.ServerApp/Scripts/angular-message-format.js75 function pluralExpressionWatchListener(newValue, oldValue) {CODE
LOW…de.Metrics.ServerApp/Scripts/angular-message-format.js313function InterpolationPartsWatcher(interpolationParts, scope, listener, objectEquality) {CODE
LOW…de.Metrics.ServerApp/Scripts/angular-message-format.js624MessageFormatParser.prototype.advanceInInterpolationOrMessageText = function advanceInInterpolationOrMessageText() {CODE
LOW…de.Metrics.ServerApp/Scripts/angular-message-format.js649MessageFormatParser.prototype.ruleInInterpolationOrMessageText = function ruleInInterpolationOrMessageText() {CODE
LOW…de.Metrics.ServerApp/Scripts/angular-message-format.js707MessageFormatParser.prototype.ruleInterpolationEndMustache = function ruleInterpolationEndMustache() {CODE
LOW…de.Metrics.ServerApp/Scripts/angular-message-format.js720MessageFormatParser.prototype.ruleEndMustacheInInterpolationOrMessage = function ruleEndMustacheInInterpolationOrMessageCODE
LOW…cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js129function applyAnimationClassesFactory($$jqLite) {CODE
LOW…cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js650function getCssTransitionDurationStyle(duration, applyOnlyDuration) {CODE
LOW…cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js661function getCssKeyframeDurationStyle(duration) {CODE
LOW…cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js754 function computeCachedCssStaggerStyles(node, className, cacheKey, properties) {CODE
LOW…cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js1094 function closeAndReturnNoopAnimator() {CODE
LOW…cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js1452 function prepareFromToAnchorAnimation(from, to, classes, anchors) {CODE
LOW…cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js1976 function normalizeAnimationOptions(element, options) {CODE
LOW…cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js2342 function clearElementAnimationState(element) {CODE
LOW…cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js2352 function closeParentClassBasedAnimations(startingElement) {CODE
LOW…cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js2446 function markElementAnimationState(element, state, details) {CODE
LOW…rics/Stride.Metrics.ServerApp/Scripts/angular-mocks.js1734 function formatPendingTasksAsString(tasks) {CODE
LOW…s/Stride.Metrics.ServerApp/Scripts/angular-resource.js502 function defaultResponseInterceptor(response) {CODE
Structural Annotation Overuse12 hits · 20 pts
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LOW…le.Game/Particles/ShapeBuilders/CustomParticleShape.cs34 // Step 1 - get all required fields to build the particle shapes. Some fields may not exist if no initializeCOMMENT
LOW…Stride.Templates.Tests/StrideGameTemplateSmokeTests.cs72 // Step 2: instantiate in an isolated workspace. Each test run gets its own dir so parallelCOMMENT
LOW….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs108 // Step 1: Find unconstrained patternsCOMMENT
LOW….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs182 // Step 2: generate permutations for base typesCOMMENT
LOW….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs188 // Step 3: generate permutations for vector/matrix sizesCOMMENT
LOW….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs198 // Step 4: generate signature using permutationsCOMMENT
LOW…/engine/Stride.Rendering/Extensions/IndexExtensions.cs166 // Step 2: prepare initial dataCOMMENT
LOW…e/Stride.Particles/ShapeBuilders/ShapeBuilderRibbon.cs416 // Step 1 - Determine the origin of the ribbonCOMMENT
LOW…e/Stride.Particles/ShapeBuilders/ShapeBuilderRibbon.cs434 // Step 2 - Draw each particle, connecting it to the previous (front) positionCOMMENT
LOW…ne/Stride.Particles/ShapeBuilders/ShapeBuilderTrail.cs413 // Step 2 - Draw each particle, connecting it to the previous (front) positionCOMMENT
LOWsources/engine/Stride.Engine/Engine/EntityExtensions.cs50 // NOTE: This method is recursive. That might not be the best solution in case of deep entities.COMMENT
LOWdeps/OculusOVR/Include/Extras/OVR_Math.h1523 // NOTE: This function is a bad approximation of Slerp()COMMENT
Modern AI Meta-Vocabulary7 hits · 19 pts
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MEDIUM…tools/Stride.TemplateGenerator/TemplatePreprocessor.cs108 /// No-op when the detected name is already <c>MyTemplate</c> (e.g. NewGame scaffold case).COMMENT
MEDIUM…tools/Stride.TemplateGenerator/TemplatePreprocessor.cs187 // an external ProjectReference (e.g. the NewGame scaffold).COMMENT
MEDIUM…tools/Stride.TemplateGenerator/TemplatePreprocessor.cs209 // source name is already "MyTemplate" (NewGame scaffold case).COMMENT
MEDIUM…tools/Stride.TemplateGenerator/TemplatePreprocessor.cs1059 /// The source scaffold keeps real, buildable values; only the staged copy is tokenized.COMMENT
MEDIUM…tools/Stride.TemplateGenerator/TemplatePreprocessor.cs1084 // iOS Info.plist carries UISupportedInterfaceOrientations. The scaffold shipsCOMMENT
MEDIUMsources/templates/PackageReadme.md3C# project templates for [Stride](https://stride3d.net), an open-source 3D game engine. Use them to scaffold a new StridCODE
MEDIUMsources/templates/PackageReadme.md3C# project templates for [Stride](https://stride3d.net), an open-source 3D game engine. Use them to scaffold a new StridCODE
Verbosity Indicators6 hits · 11 pts
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LOW…Stride.Templates.Tests/StrideGameTemplateSmokeTests.cs72 // Step 2: instantiate in an isolated workspace. Each test run gets its own dir so parallelCOMMENT
LOW….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs108 // Step 1: Find unconstrained patternsCOMMENT
LOW….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs182 // Step 2: generate permutations for base typesCOMMENT
LOW….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs188 // Step 3: generate permutations for vector/matrix sizesCOMMENT
LOW….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs198 // Step 4: generate signature using permutationsCOMMENT
LOW…/engine/Stride.Rendering/Extensions/IndexExtensions.cs166 // Step 2: prepare initial dataCOMMENT
Self-Referential Comments3 hits · 9 pts
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MEDIUM…ide.Metrics.ServerApp/Content/bootstrap/variables.less278//## Define the breakpoints at which your layout will change, adapting to different screen sizes.COMMENT
MEDIUM…ide.Metrics.ServerApp/Content/bootstrap/variables.less332//## Define the maximum width of `.container` for different screen sizes.COMMENT
MEDIUM…s/Stride.Metrics.ServerApp/Scripts/angular-resource.js324 * # Creating a custom 'PUT' requestCOMMENT
Slop Phrases4 hits · 8 pts
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LOW…rticlesSample.Game/Materials/ParticleCustomMaterial.cs118 // Don't forget to set the proper color space!COMMENT
MEDIUM…s/Stride.Metrics.ServerApp/Scripts/angular-resource.js299 * It's worth noting that the success callback for `get`, `query` and other methods gets passedCOMMENT
LOW…r/Stride.Core.Assets.Editor/ViewModel/TagsViewModel.cs120 // NOTE: the " (all)" string is used in the xaml file too, don't forget to update it if you change tCOMMENT
LOWdeps/OculusOVR/Include/OVR_Version.h21#define OVR_MAJOR_VERSION 1 // If you change these values then you need to also make sure to change LibOVR/Projects/WCOMMENT
AI Response Leakage1 hit · 8 pts
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HIGH…aphics/Direct3D/SwapChainGraphicsPresenter.Direct3D.cs487 // I've added the flip model check above because the previous logic wasn't enough, see issue #1770COMMENT
TODO Padding2 hits · 3 pts
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LOW…dowsMixedReality/WindowsMixedRealityTouchController.cs162 //TODO: implement thisCOMMENT
LOW…archyEditor/ViewModels/EntityHierarchyItemViewModel.cs49 // TODO: implement a more robust folder grouping method that trims, etc.COMMENT
Example Usage Blocks2 hits · 3 pts
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LOWdeps/OculusOVR/Include/OVR_CAPI.h168// Example usage:COMMENT
LOWdeps/OculusOVR/Include/OVR_CAPI.h190// Example usage:COMMENT
Fake / Example Data2 hits · 2 pts
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LOWtests/enduser/Stride.Samples.Tests/Fixtures/GameMenu.cs20 // text labels ('Hiro Nakamura', 'John Doe', HUD counters) leak around modal edges by aCOMMENT
LOWsamples/UI/GameMenu/GameMenu.Game/MainScript.cs24 private const string DefaultName = "John Doe";CODE
Redundant / Tautological Comments1 hit · 2 pts
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LOW.github/workflows/release-unlist.yml57 # Check if this specific version existsCOMMENT
Overly Generic Function Names1 hit · 1 pts
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LOW…rics/Stride.Metrics.ServerApp/Scripts/angular-chart.js259 function getData (labels, data, colours) {CODE
Unused Imports1 hit · 1 pts
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LOW…ces/tests/Stride.ScreenshotComparator/models/export.py50CODE