AI Slop Code RIsk Monitor

stride3d/stride

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

6.6 Moderate pattern signal View on GitHub

Maintenance and Governance Review

This report summarizes scanner evidence for stride3d/stride, a C# project with 7,853 GitHub stars. SynthScan examined 929,468 lines of code across 6991 source files, recording 5620 pattern matches distributed across 14 syntactic categories. The legacy adjusted pattern signal is 6.6 (Moderate 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.

6.6
Adjusted Signal
6.6
Raw Pattern Score
100%
Time Factor
2026-10-10
Last Push
7.9K
Stars
C#
Language
929.5K
Lines of Code
7.0K
Files
5.6K
Pattern Hits
2026-10-12
Scan Date
0.01
HC Hit Rate

Risk Review · v3

Use each vector to guide manual verification of the underlying findings.

Cognitive Ownership Risk 25.6/100 · MEDIUM

Can maintainers explain intent, assumptions, and trade-offs? 5533 finding(s).

Hallucinated Dependency & Supply Chain Risk 2.8/100 · LOW

Are imports declared and package/API names verified? 56 finding(s).

Agent Over-Engineering Ratio 0.5/100 · LOW

Are wrappers, guards, and repeated structures necessary? 31 finding(s).

PR Review Velocity Impact 29.0/100 · MEDIUM

Which changes need focused human review? 5620 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 53HIGH 32MEDIUM 57LOW 5478

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 5620 distinct pattern matches across 14 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 Block5450 hits · 5142 pts
SeverityFileLineSnippetContext
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 env:COMMENT
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/pr-screenshot-vision-gate.yml21 vision-gate:COMMENT
LOW.github/workflows/dep-ffmpeg.yml1name: "Dep: Build & Deploy FFmpeg"COMMENT
LOW.github/workflows/repo-file-guard.yml1name: Repo File GuardCOMMENT
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.github/repo-file-guard/known-extensions.txt1# Known file extensions (lowercase, no leading dot) — one per line. Committed allowlist.COMMENT
LOW.github/repo-file-guard/oversized-blob-allow.txt1# Paths exempt from the oversized-non-LFS-blob check (.github/workflows/pr-repo-hygiene.yml).COMMENT
LOW.github/actions/ai-release-notes/action.yml261 linkify() {COMMENT
LOW…uncher/Stride.Launcher/ViewModels/NewsPageViewModel.cs41COMMENT
LOW…/launcher/Stride.Launcher/ViewModels/OpenWithOption.cs21 }COMMENT
LOW…ride.Launcher/ViewModels/DocumentationPageViewModel.cs41 /// </summary>COMMENT
LOW…tride.Launcher/ViewModels/StrideDevVersionViewModel.cs41 /// <summary>COMMENT
LOW…ide.Launcher/ViewModels/StrideStoreVersionViewModel.cs121COMMENT
LOW…ncher/Stride.Launcher/ViewModels/ThemeVariantChoice.cs1// Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net)COMMENT
LOW…r/Stride.Launcher/ViewModels/StrideVersionViewModel.cs41 /// </summary>COMMENT
LOW…r/Stride.Launcher/ViewModels/StrideVersionViewModel.cs121 /// Gets the minor number of this version.COMMENT
LOW…r/Stride.Launcher/ViewModels/StrideVersionViewModel.cs141 /// Gets whether this version should be displayed.COMMENT
LOW…r/Stride.Launcher/ViewModels/StrideVersionViewModel.cs161 /// <summary>COMMENT
LOW…her/Stride.Launcher/ViewModels/VsixVersionViewModel.cs41COMMENT
LOW…/Stride.Launcher/ViewModels/PackageVersionViewModel.cs61 /// </summary>COMMENT
LOW…/Stride.Launcher/ViewModels/PackageVersionViewModel.cs81 /// </summary>COMMENT
LOW…/Stride.Launcher/ViewModels/PackageVersionViewModel.cs121 /// <summary>COMMENT
LOW…/Stride.Launcher/ViewModels/PackageVersionViewModel.cs161COMMENT
LOW…r/Stride.Launcher/Assets/Localization/Urls.Designer.cs1//------------------------------------------------------------------------------COMMENT
LOW…tride.Launcher/Assets/Localization/Strings.Designer.cs1//------------------------------------------------------------------------------COMMENT
LOWsources/launcher/Stride.Cli/Core/InstallProgress.cs21COMMENT
LOW…urces/launcher/Stride.Cli/Core/StrideVersionManager.cs301 // template package from an unrelated local source (e.g. the VS offline packages folder) is not picked up.COMMENT
LOWsources/launcher/Stride.Cli/Legacy/LegacyServiceWire.cs1// Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net)COMMENT
LOW…ces/tools/Stride.TestRunner/Properties/AssemblyInfo.cs1// Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) and Silicon StuCOMMENT
LOW…ces/tools/Stride.TestRunner/Properties/AssemblyInfo.cs21// Major VersionCOMMENT
LOW…s/tools/Stride.ConnectionRouter/RouterServiceServer.cs101COMMENT
LOW…ride.ConnectionRouter/ios-tcprelay/stride-ios-relay.py1#!/usr/bin/pythonCOMMENT
LOW…s/tools/Stride.ConnectionRouter/ios-tcprelay/usbmux.py1#!/usr/bin/pythonCOMMENT
LOW…ols/Stride.ConnectionRouter/Properties/AssemblyInfo.cs1// Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) and Silicon StuCOMMENT
LOW…ride.ConnectionRouter/Properties/Resources.Designer.cs1//------------------------------------------------------------------------------COMMENT
LOW…/tools/Stride.TextureConverter/Frontend/TextureTool.cs181COMMENT
LOW…/tools/Stride.TextureConverter/Frontend/TextureTool.cs261 }COMMENT
LOW…/tools/Stride.TextureConverter/Frontend/TextureTool.cs601 Decompress(image, image.Format.IsSRgb);COMMENT
LOW…/tools/Stride.TextureConverter/Frontend/TextureTool.cs1181 Decompress(atlas, atlas.Format.IsSRgb);COMMENT
LOW…/tools/Stride.TextureConverter/Frontend/TextureTool.cs1281 /// <summary>COMMENT
5390 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…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…ore/Stride.Core.Design/Reflection/AssemblyContainer.cs183 var hostAssembly = System.Runtime.Loader.AssemblyLoadContext.Default.Assemblies.FirstOrDefault(x => !x.IsDynCODE
CRITICAL…rces/shaders/Stride.Shaders.Parsers/Spirv/Tools/Dis.cs13[assembly: DebuggerDisplay("{Stride.Shaders.Spirv.Tools.SpirvBufferExtensions.GetDebuggerDisplay(this)}", Target = typeoCODE
CRITICALsources/assets/Stride.Core.Assets/Package.cs1155 ? System.Runtime.Loader.AssemblyLoadContext.Default.LoadFromAssemblyName(new System.Reflection.AssemblyNCODE
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.cs588 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.cs238 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 });CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs280 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { sphere, slope, goal });CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs316 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 });CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs360 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { bodyA, staticA, bodyB, floor });CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs393 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 });CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs450 game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 });CODE
CRITICAL…ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs482 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.cs50 Stride.Core.Assets.Editor.Settings.InternalSettings.LoadingStartupSession.SetValue(false);CODE
CRITICALsources/editor/Stride.GameStudio.AutoTesting/Program.cs51 Stride.Core.Assets.Editor.Settings.InternalSettings.Save();CODE
CRITICAL…e.Assets.Presentation.Wpf/StrideDefaultAssetsPlugin.cs225 if (Stride.Core.Assets.Editor.Settings.EditorSettings.UseEffectCompilerServer.GetValue())CODE
CRITICAL….Wpf/AssetEditors/ScriptEditor/ScriptEditorSettings.cs26 Stride.Core.Assets.Editor.Settings.EditorSettings.Save();CODE
CRITICAL…entation.Wpf/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…ts.Presentation.Wpf/SceneEditor/SceneEditorSettings.cs155 Stride.Core.Assets.Editor.Settings.EditorSettings.Save();CODE
CRITICAL….Presentation.Wpf/Templates/ScriptTemplateGenerator.cs109 var ask = Stride.Core.Assets.Editor.Settings.EditorSettings.AskBeforeSavingNewScripts.GetValue();CODE
CRITICAL….Presentation.Wpf/Templates/ScriptTemplateGenerator.cs123 Stride.Core.Assets.Editor.Settings.EditorSettings.AskBeforeSavingNewScripts.SetValue(false);CODE
CRITICAL….Presentation.Wpf/Templates/ScriptTemplateGenerator.cs124 Stride.Core.Assets.Editor.Settings.EditorSettings.Save();CODE
CRITICAL…n.Wpf/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…r/Stride.Launcher/Assets/Localization/Urls.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…tride.Launcher/Assets/Localization/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.cs44 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…de.Core.Assets.Editor.Wpf/Resources/Images.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…s.Editor.Wpf/Resources/Strings/KeyGestures.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…ion.Wpf/AssetEditors/Gizmos/GizmoResources.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…entation.Wpf/Resources/Strings/KeyGestures.Designer.cs3// This code was generated by a tool.COMMENT
HIGH….Wpf/Resources/Thumbnails/StaticThumbnails.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…ssets.Presentation.Wpf/Properties/Settings.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…sets.Presentation.Wpf/Properties/Resources.Designer.cs3// 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…ide.Editor.Wpf/Resources/DefaultThumbnails.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.cs59 // ── Derived / overlaid ───────────────────────────────────────────────────────────────────────────────COMMENT
AI Slop Vocabulary18 hits · 52 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.yml78 # NativeCrashHandler (in the harness + Stride.Graphics.Regression) gates onCOMMENT
MEDIUM.github/workflows/test-enduser.yml202 # with the harness build above.COMMENT
MEDIUM…tools/Stride.TemplateGenerator/TemplatePreprocessor.cs594 // csprojs). Match by local name to be robust against either form.STRING
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.cs341 // 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…Editor.Wpf/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
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.cs79 // 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-Vocabulary8 hits · 18 pts
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MEDIUM.github/actions/ai-release-notes/action.yml351 # wraps it with the section scaffolding. Returns non-zero (no file) on failure.COMMENT
MEDIUM…tools/Stride.TemplateGenerator/TemplatePreprocessor.cs109 /// No-op when the detected name is already <c>MyTemplate</c> (e.g. NewGame scaffold case).COMMENT
MEDIUM…tools/Stride.TemplateGenerator/TemplatePreprocessor.cs193 // an external ProjectReference (e.g. the NewGame scaffold).COMMENT
MEDIUM…tools/Stride.TemplateGenerator/TemplatePreprocessor.cs215 // source name is already "MyTemplate" (NewGame scaffold case).COMMENT
MEDIUM…tools/Stride.TemplateGenerator/TemplatePreprocessor.cs1172 /// The source scaffold keeps real, buildable values; only the staged copy is tokenized.STRING
MEDIUM…tools/Stride.TemplateGenerator/TemplatePreprocessor.cs1197 // iOS Info.plist carries UISupportedInterfaceOrientations. The scaffold shipsSTRING
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.cs79 // 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
AI Response Leakage1 hit · 8 pts
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HIGH…aphics/Direct3D/SwapChainGraphicsPresenter.Direct3D.cs520 // I've added the flip model check above because the previous logic wasn't enough, see issue #1770COMMENT
Slop Phrases3 hits · 4 pts
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LOW…rticlesSample.Game/Materials/ParticleCustomMaterial.cs118 // Don't forget to set the proper color space!COMMENT
LOW…ride.Core.Assets.Editor.Wpf/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
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
Unused Imports1 hit · 1 pts
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LOW…ces/tests/Stride.ScreenshotComparator/models/export.py50CODE