Stride (formerly Xenko), a free and open-source cross-platform C# game engine.
This report presents the forensic synthetic code analysis of stride3d/stride, a C# project with 7,808 GitHub stars. SynthScan v2.0 examined 909,346 lines of code across 6868 source files, recording 5564 pattern matches distributed across 14 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).
This chart maps the temporal evolution of the adjusted synthetic code score across successive scan runs. An upward trajectory indicates ongoing incorporation of AI-generated code or expanding LLM-assisted scaffolding; a stable or declining trajectory may reflect active human refactoring, code removal, or the adoption of stricter authorship policies. The dashed secondary line (right axis) independently tracks total raw pattern hit count, which can diverge from the normalised score when codebase size changes significantly between scans.
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.
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.
The scanner identified 5564 distinct pattern matches across 14 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.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …nduser/Stride.Samples.Tests/Runner/ScreenshotRunner.cs | 61 | } | COMMENT |
| LOW | tests/android/stride_android_emu_helper_layer/layer.c | 1 | // Host-side Vulkan layer for running the Android emulator with the Stride NuGet | COMMENT |
| LOW | …s/ParticlesSample/ParticlesSample.Game/GameProfiler.cs | 21 | /// <summary> | COMMENT |
| LOW | …rticlesSample.Game/Materials/ParticleCustomMaterial.cs | 61 | /// <see cref="IComputeColor"/> allows several channels to be blended together, including textures, vertex strea | COMMENT |
| LOW | …ThirdPersonPlatformer.Game/Camera/ThirdPersonCamera.cs | 21 | /// Minimum camera distance from the target | COMMENT |
| LOW | …ThirdPersonPlatformer.Game/Camera/ThirdPersonCamera.cs | 41 | /// Maximum camera distance from the target | COMMENT |
| LOW | …DownRPG/TopDownRPG/TopDownRPG.Game/Core/ClickResult.cs | 21 | /// <summary> | COMMENT |
| LOW | …irstPersonShooter/FirstPersonShooter.Game/FpsCamera.cs | 21 | COMMENT | |
| LOW | .github/workflows/dep-vhacd.yml | 1 | name: "Dep: Build VHACD" | COMMENT |
| LOW | .github/workflows/dep-moltenvk.yml | 1 | name: "Dep: Build MoltenVK" | COMMENT |
| LOW | .github/workflows/dep-celt.yml | 1 | name: "Dep: Build Celt" | COMMENT |
| LOW | .github/workflows/dep-nativepath.yml | 1 | name: "Dep: Build NativePath" | COMMENT |
| LOW | .github/workflows/dep-bullet.yml | 1 | name: "Dep: Build Bullet" | COMMENT |
| LOW | .github/workflows/test-android-game.yml | 261 | arch: x86_64 | COMMENT |
| LOW | .github/workflows/dep-spirv-tools.yml | 1 | name: "Dep: Build & Deploy SPIRV-Tools" | COMMENT |
| LOW | .github/workflows/dep-astcenc.yml | 1 | name: "Dep: Build astcenc" | COMMENT |
| LOW | .github/workflows/dep-dxtwrapper.yml | 1 | name: "Dep: Build directxtex" | COMMENT |
| LOW | .github/workflows/test-gold-gen.yml | 1 | name: Test Gold Generation | COMMENT |
| LOW | .github/workflows/dep-ffmpeg.yml | 1 | name: "Dep: Build & Deploy FFmpeg" | COMMENT |
| LOW | .github/workflows/repo-file-guard.yml | 1 | name: Repo File Guard | COMMENT |
| LOW | .github/workflows/dep-msdfgen.yml | 1 | name: "Dep: Build msdfgen" | COMMENT |
| LOW | .github/workflows/dep-lavapipe.yml | 1 | name: "Dep: Build & Deploy Lavapipe" | COMMENT |
| LOW | .github/workflows/release-deploy.yml | 1 | name: Release Deploy | COMMENT |
| LOW | .github/workflows/pr-label-suites.yml | 1 | name: PR Label Suites | COMMENT |
| LOW | .github/repo-file-guard/known-extensions.txt | 1 | # Known file extensions (lowercase, no leading dot) — one per line. Committed allowlist. | COMMENT |
| LOW | .github/repo-file-guard/oversized-blob-allow.txt | 1 | # Paths exempt from the oversized-non-LFS-blob check (.github/workflows/pr-repo-hygiene.yml). | COMMENT |
| LOW | …uncher/Stride.Launcher/ViewModels/NewsPageViewModel.cs | 41 | public string? Title { get; set; } | COMMENT |
| LOW | …ride.Launcher/ViewModels/DocumentationPageViewModel.cs | 41 | /// </summary> | COMMENT |
| LOW | …ide.Launcher/ViewModels/StrideStoreVersionViewModel.cs | 81 | public ObservableList<StrideStoreAlternateVersionViewModel> AlternateVersions { get; } = []; | COMMENT |
| LOW | …ide.Launcher/ViewModels/StrideStoreVersionViewModel.cs | 101 | COMMENT | |
| LOW | …r/Stride.Launcher/ViewModels/StrideVersionViewModel.cs | 201 | /// <summary> | COMMENT |
| LOW | …/Stride.Launcher/ViewModels/PackageVersionViewModel.cs | 61 | /// </summary> | COMMENT |
| LOW | …/Stride.Launcher/ViewModels/PackageVersionViewModel.cs | 81 | /// </summary> | COMMENT |
| LOW | …/Stride.Launcher/ViewModels/PackageVersionViewModel.cs | 161 | // Intentionally does nothing. | COMMENT |
| LOW | …r/Stride.Launcher/Assets/Localization/Urls.Designer.cs | 1 | //------------------------------------------------------------------------------ | COMMENT |
| LOW | …tride.Launcher/Assets/Localization/Strings.Designer.cs | 1 | //------------------------------------------------------------------------------ | COMMENT |
| LOW | sources/launcher/Stride.Cli/Core/InstallProgress.cs | 21 | COMMENT | |
| LOW | sources/launcher/Stride.Cli/Legacy/LegacyServiceWire.cs | 1 | // Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) | COMMENT |
| LOW | …ces/tools/Stride.TestRunner/Properties/AssemblyInfo.cs | 1 | // Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) and Silicon Stu | COMMENT |
| LOW | …ces/tools/Stride.TestRunner/Properties/AssemblyInfo.cs | 21 | // Major Version | COMMENT |
| LOW | …s/tools/Stride.ConnectionRouter/RouterServiceServer.cs | 101 | COMMENT | |
| LOW | …ride.ConnectionRouter/ios-tcprelay/stride-ios-relay.py | 1 | #!/usr/bin/python | COMMENT |
| LOW | …s/tools/Stride.ConnectionRouter/ios-tcprelay/usbmux.py | 1 | #!/usr/bin/python | COMMENT |
| LOW | …ols/Stride.ConnectionRouter/Properties/AssemblyInfo.cs | 1 | // Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) and Silicon Stu | COMMENT |
| LOW | …ride.ConnectionRouter/Properties/Resources.Designer.cs | 1 | //------------------------------------------------------------------------------ | COMMENT |
| LOW | …/tools/Stride.TextureConverter/Frontend/TextureTool.cs | 181 | COMMENT | |
| LOW | …/tools/Stride.TextureConverter/Frontend/TextureTool.cs | 261 | } | COMMENT |
| LOW | …/tools/Stride.TextureConverter/Frontend/TextureTool.cs | 601 | Decompress(image, image.Format.IsSRgb); | COMMENT |
| LOW | …/tools/Stride.TextureConverter/Frontend/TextureTool.cs | 1181 | Decompress(atlas, atlas.Format.IsSRgb); | COMMENT |
| LOW | …/tools/Stride.TextureConverter/Frontend/TextureTool.cs | 1281 | /// <summary> | COMMENT |
| LOW | sources/tools/Stride.TextureConverter/Backend/Tools.cs | 1 | // Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) and Silicon Stu | COMMENT |
| LOW | …tureConverter/Backend/TexLibraries/StrideTexLibrary.cs | 161 | /// Exports the specified image into regular DDS file or a Stride own file format. | COMMENT |
| LOW | …tureConverter/Backend/TexLibraries/StrideTexLibrary.cs | 321 | throw new TextureToolsException("Unsupported file extension."); | COMMENT |
| LOW | …ide.TextureConverter/Backend/TexLibraries/CommonLib.cs | 1 | // Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) and Silicon Stu | COMMENT |
| LOW | …ide.TextureConverter/Backend/TexLibraries/CommonLib.cs | 41 | /// Calculates the mip level from a specified width,height,depth. | COMMENT |
| LOW | …ide.TextureConverter/Backend/TexLibraries/DxtTexLib.cs | 21 | /// </summary> | COMMENT |
| LOW | …ide.TextureConverter/Backend/TexLibraries/DxtTexLib.cs | 481 | UpdateImage(image, libraryData); | COMMENT |
| LOW | …ureConverter/Backend/Requests/FixedRescalingRequest.cs | 1 | // Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) and Silicon Stu | COMMENT |
| LOW | …reConverter/Backend/Requests/AtlasExtractionRequest.cs | 21 | /// The minimum size of the smallest mipmap. | COMMENT |
| LOW | ….TextureConverter/Backend/Requests/RescalingRequest.cs | 21 | /// The filter. | COMMENT |
| 5336 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| CRITICAL | …es/TopDownRPG/TopDownRPG/TopDownRPG.Game/Core/Utils.cs | 37 | script.SceneSystem.SceneInstance.RootScene.Entities.Add(prefabEntity); | CODE |
| CRITICAL | …es/TopDownRPG/TopDownRPG/TopDownRPG.Game/Core/Utils.cs | 71 | script.SceneSystem.SceneInstance.RootScene.Entities.Add(prefabEntity); | CODE |
| CRITICAL | …es/TopDownRPG/TopDownRPG/TopDownRPG.Game/Core/Utils.cs | 92 | script.SceneSystem.SceneInstance.RootScene.Entities.Remove(clonedEntity); | CODE |
| CRITICAL | …e/Stride.Core.AssemblyProcessor/DispatcherProcessor.cs | 74 | interlockedIncrementMethod.Parameters.Add(new ParameterDefinition("", ParameterAttributes.None, context.Assembly | CODE |
| CRITICAL | …e/Stride.Core.AssemblyProcessor/DispatcherProcessor.cs | 78 | interlockedDecrementMethod.Parameters.Add(new ParameterDefinition("", ParameterAttributes.None, context.Assembly | CODE |
| CRITICAL | sources/core/Stride.Core.Tests/TestSerialization.cs | 94 | var bformatter = new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter(); | CODE |
| CRITICAL | …rces/shaders/Stride.Shaders.Parsers/Spirv/Tools/Dis.cs | 13 | [assembly: DebuggerDisplay("{Stride.Shaders.Spirv.Tools.SpirvBufferExtensions.GetDebuggerDisplay(this)}", Target = typeo | CODE |
| CRITICAL | …ics.Tests/SendCollisionEndedWhenEntityIsRemovedTest.cs | 25 | var cube = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Cube"); | CODE |
| CRITICAL | …ics.Tests/SendCollisionEndedWhenEntityIsRemovedTest.cs | 26 | var sphere = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Sphere"); | CODE |
| CRITICAL | …ics.Tests/SendCollisionEndedWhenEntityIsRemovedTest.cs | 65 | var cube = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Cube"); | CODE |
| CRITICAL | …ics.Tests/SendCollisionEndedWhenEntityIsRemovedTest.cs | 66 | var sphere = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Sphere"); | CODE |
| CRITICAL | sources/engine/Stride.Physics.Tests/CharacterTest.cs | 57 | var character = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Character"); | CODE |
| CRITICAL | sources/engine/Stride.Physics.Tests/CharacterTest.cs | 117 | var collider = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Collider").Ge | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 56 | var simulation = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Simulation" | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 60 | var cube = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "CubePrefab1"); | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 90 | var cylinder = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "CylinderPrefa | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 120 | var capsule = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "CapsulePrefab1 | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 150 | var cone = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "ConePrefab1"); | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 180 | var compound1 = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Compound1"); | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 265 | var simulation = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Simulation" | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 266 | var cube = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "CubePrefab1"); | CODE |
| CRITICAL | sources/engine/Stride.Physics.Tests/SkinnedTest.cs | 57 | var character = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Model"); | CODE |
| CRITICAL | …ces/engine/Stride.Graphics.Tests/TestModelComponent.cs | 39 | game.SceneSystem.SceneInstance.RootScene.Entities.Add(entity); | CODE |
| CRITICAL | sources/engine/Stride.Graphics/SDL/Window.cs | 588 | DropFileActions?.Invoke(Silk.NET.Core.Native.SilkMarshal.PtrToString((IntPtr)e.Drop.File, Silk.NET.C | CODE |
| CRITICAL | …ine/Stride.Graphics.Regression/Web/jquery-2.1.0.min.js | 3 | while(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.cs | 97 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new EntityComponent[]{ e1, e2, e3, c }.Select | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 144 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new EntityComponent[] { e1, e2, e3 }.Select(x | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 199 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new EntityComponent[] { e1, c }.Select(x => n | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 233 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 272 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { sphere, slope, goal }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 308 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 352 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { bodyA, staticA, bodyB, floor }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 385 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 442 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 474 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new []{ e1, e2 }); | CODE |
| CRITICAL | …r/Stride.GameStudio.Tests/TestCopyPasteWithEntities.cs | 86 | Assert.True(assetTest.Asset.Hierarchy.Parts.Values.Contains(entity)); | CODE |
| CRITICAL | …r/Stride.GameStudio.Tests/TestCopyPasteWithEntities.cs | 88 | var pastedEntity = assetTest.Asset.Hierarchy.Parts.Values.Single(x => x != entity); | CODE |
| CRITICAL | …r/Stride.GameStudio.Tests/TestCopyPasteWithEntities.cs | 112 | Assert.True(assetTest.Asset.Hierarchy.Parts.Values.Contains(entity)); | CODE |
| CRITICAL | …r/Stride.GameStudio.Tests/TestCopyPasteWithEntities.cs | 114 | var pastedEntity = assetTest.Asset.Hierarchy.Parts.Values.Single(x => x != entity); | CODE |
| CRITICAL | sources/editor/Stride.GameStudio.AutoTesting/Program.cs | 36 | Stride.Core.Assets.Editor.Settings.InternalSettings.LoadingStartupSession.SetValue(false); | CODE |
| CRITICAL | sources/editor/Stride.GameStudio.AutoTesting/Program.cs | 37 | Stride.Core.Assets.Editor.Settings.InternalSettings.Save(); | CODE |
| CRITICAL | …tride.Assets.Presentation/StrideDefaultAssetsPlugin.cs | 225 | if (Stride.Core.Assets.Editor.Settings.EditorSettings.UseEffectCompilerServer.GetValue()) | CODE |
| CRITICAL | …tion/AssetEditors/ScriptEditor/ScriptEditorSettings.cs | 26 | Stride.Core.Assets.Editor.Settings.EditorSettings.Save(); | CODE |
| CRITICAL | …Presentation/AssetEditors/UIEditor/UIEditorSettings.cs | 26 | Stride.Core.Assets.Editor.Settings.EditorSettings.Save(); | CODE |
| CRITICAL | …ditors/VisualScriptEditor/VisualScriptSlotViewModel.cs | 25 | this.slotNode = block.Method.Editor.Session.AssetNodeContainer.GetOrCreateNode(slot); | CODE |
| CRITICAL | …/SpriteEditor/ViewModels/SpriteSheetEditorViewModel.cs | 528 | var isUnion = System.Windows.Input.Keyboard.Modifiers.HasFlag(System.Windows.Input.ModifierKeys. | CODE |
| CRITICAL | …Assets.Presentation/SceneEditor/SceneEditorSettings.cs | 155 | Stride.Core.Assets.Editor.Settings.EditorSettings.Save(); | CODE |
| CRITICAL | …sets.Presentation/Templates/ScriptTemplateGenerator.cs | 109 | var ask = Stride.Core.Assets.Editor.Settings.EditorSettings.AskBeforeSavingNewScripts.GetValue(); | CODE |
| CRITICAL | …sets.Presentation/Templates/ScriptTemplateGenerator.cs | 123 | Stride.Core.Assets.Editor.Settings.EditorSettings.AskBeforeSavingNewScripts.SetValue(false); | CODE |
| CRITICAL | …sets.Presentation/Templates/ScriptTemplateGenerator.cs | 124 | Stride.Core.Assets.Editor.Settings.EditorSettings.Save(); | CODE |
| CRITICAL | …ation/NodePresenters/Updaters/CameraSlotNodeUpdater.cs | 40 | var graphicsCompositors = node.Asset.Directory.Package.Assets.Where(x => x.AssetType == typeof(GraphicsC | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | …r/Stride.Launcher/Assets/Localization/Urls.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …tride.Launcher/Assets/Localization/Strings.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …ride.ConnectionRouter/Properties/Resources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | sources/core/Stride.Core/FrameworkResources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …/shaders/Stride.Shaders.Generators/EffectCodeWriter.cs | 44 | WriteLine("// This code was generated by Stride Shader Mixin Code Generator."); | CODE |
| HIGH | sources/assets/Stride.Core.Packages/TargetGenerator.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …ore.Assets/Diagnostics/AssetMessageStrings.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …ne/Stride.Physics.Tests/Resources/Resource.Designer.cs | 4 | // This code was generated by a tool. | COMMENT |
| HIGH | …/engine/Stride.UI.Tests/Resources/Resource.Designer.cs | 4 | // This code was generated by a tool. | COMMENT |
| HIGH | …ring/Materials/MaterialSurfaceDomainStageCompositor.cs | 4 | // This code was generated by Stride Shader Mixin Code Generator. | COMMENT |
| HIGH | …ing/Rendering/Materials/MaterialSurfaceDisplacement.cs | 4 | // This code was generated by Stride Shader Mixin Code Generator. | COMMENT |
| HIGH | …ring/Rendering/Materials/MaterialTessellationStream.cs | 4 | // This code was generated by Stride Shader Mixin Code Generator. | COMMENT |
| HIGH | …gine/Stride.Rendering/Rendering/Core/PositionStream.cs | 4 | // This code was generated by Stride Shader Mixin Code Generator. | COMMENT |
| HIGH | …de.Rendering/Rendering/Images/Outline/OutlineEffect.cs | 4 | // This code was generated by Stride Shader Mixin Code Generator. | COMMENT |
| HIGH | …ine/Stride.Rendering/Rendering/Images/Fog/FogEffect.cs | 4 | // This code was generated by Stride Shader Mixin Code Generator. | COMMENT |
| HIGH | …ine/Stride.Engine.Tests/Resources/Resource.Designer.cs | 4 | // This code was generated by a tool. | COMMENT |
| HIGH | …gine/Stride.Audio.Tests/Resources/Resource.Designer.cs | 4 | // This code was generated by a tool. | COMMENT |
| HIGH | …/Stride.Audio.Tests/Resources/AppResources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …/Stride.Particles.Tests/Resources/Resource.Designer.cs | 4 | // This code was generated by a tool. | COMMENT |
| HIGH | …/engine/Stride.Graphics/FrameworkResources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | sources/engine/Stride.Graphics/SpriteFont.cs | 752 | /// Font size to be used for the draw command, as requested when the command was issued | COMMENT |
| HIGH | …gine/Stride.Input.Tests/Resources/Resource.Designer.cs | 4 | // This code was generated by a tool. | COMMENT |
| HIGH | …e.GameStudio/Resources/Strings/KeyGestures.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …Stride.Core.Assets.Editor/Resources/Images.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …ssets.Editor/Resources/Strings/KeyGestures.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …/Stride.Editor/Resources/DefaultThumbnails.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …ntation/AssetEditors/Gizmos/GizmoResources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …Presentation/Resources/Strings/KeyGestures.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …tion/Resources/Thumbnails/StaticThumbnails.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …de.Assets.Presentation/Properties/Settings.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …e.Assets.Presentation/Properties/Resources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 37 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 39 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 78 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 80 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 117 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 119 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 153 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 155 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 187 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 191 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 231 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 237 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 272 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 274 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 319 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 321 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 41 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 43 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 142 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 144 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 240 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 244 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 371 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 375 | # ==================================================================== | COMMENT |
| MEDIUM | sources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs | 35 | // ── Core Emit overloads ────────────────────────────────────────── | COMMENT |
| MEDIUM | sources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs | 112 | // ── Import helpers ─────────────────────────────────────────────── | COMMENT |
| MEDIUM | sources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs | 132 | // ── Composite patterns ─────────────────────────────────────────── | COMMENT |
| MEDIUM | sources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs | 176 | // ── Variable helpers ───────────────────────────────────────────── | COMMENT |
| MEDIUM | sources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs | 190 | // ── Label support ──────────────────────────────────────────────── | COMMENT |
| MEDIUM | sources/shared/SharedAssemblyInfo.cs | 30 | // ── Editable inputs ────────────────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | sources/shared/SharedAssemblyInfo.cs | 61 | // ── Derived / overlaid ─────────────────────────────────────────────────────────────────────────────── | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | .github/workflows/test-enduser.yml | 50 | # Single job per (OS, graphics API): the harness + orchestrator + comparator are sample-agnostic, | COMMENT |
| MEDIUM | .github/workflows/test-enduser.yml | 68 | # 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.yml | 76 | # NativeCrashHandler (in the harness + Stride.Graphics.Regression) gates on | COMMENT |
| MEDIUM | .github/workflows/test-enduser.yml | 231 | # with the harness build above. | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 571 | // csprojs). Match by local name to be robust against either form. | STRING |
| MEDIUM | …ces/core/Stride.Core.Design/Yaml/YamlSerializerBase.cs | 14 | // TODO: This code is not robust in case of reloading assemblies into the same process | COMMENT |
| MEDIUM | sources/assets/Stride.AssetCompiler/PackageBuilder.cs | 310 | // Let's see if it's robust enough or if some more data need to be hashed or files added | COMMENT |
| MEDIUM | …e/Stride.Rendering/Rendering/LightProbes/Predicates.cs | 32 | /* from the Web page http://www.cs.cmu.edu/~quake/robust.html . */ | COMMENT |
| MEDIUM | …engine/Stride.Video/Backends/MediaCodecVideoBackend.cs | 212 | // even when not Playing, so a Seek's re-decoded frame still lands. More robust than the | COMMENT |
| MEDIUM | …ne/Stride.Physics/ConvexHullDecompositionParameters.cs | 21 | /// <summary>Uses raycasting to classify inside vs outside; more robust for meshes with holes.</summary> | COMMENT |
| MEDIUM | sources/engine/Stride.Foundation/Graphics/DDSHelper.cs | 220 | // likely written by D3DX. The more robust solution is to use the 'DX10' | COMMENT |
| MEDIUM | …urces/engine/Stride.Assets.Tests/TexturePackerTests.cs | 543 | // 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.cs | 115 | // but this is not really robust | COMMENT |
| MEDIUM | …phics/GeometricPrimitives/GeometricPrimitive.Teapot.cs | 418 | // are on the top or bottom of the teapot. This is not a robust | COMMENT |
| MEDIUM | …ics/Stride.BepuPhysics/Definitions/Contacts/Contact.cs | 71 | // so we can't make this more robust by storing the position they were at on contact within the physics tick | COMMENT |
| MEDIUM | …ets.Editor/Quantum/AssetContentValueChangeOperation.cs | 150 | // TODO: this way of fetching the index is not robust at all! what if there's the same item twice in | COMMENT |
| MEDIUM | …archyEditor/ViewModels/EntityHierarchyItemViewModel.cs | 49 | // TODO: implement a more robust folder grouping method that trims, etc. | COMMENT |
| MEDIUM | …ityHierarchyEditor/Game/EditorGameRenderModeService.cs | 112 | // TODO: A more robust mechanism for filtering or redirecting input? | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …le.Game/Particles/ShapeBuilders/CustomParticleShape.cs | 34 | // Step 1 - get all required fields to build the particle shapes. Some fields may not exist if no initialize | COMMENT |
| LOW | …Stride.Templates.Tests/StrideGameTemplateSmokeTests.cs | 77 | // Step 2: instantiate in an isolated workspace. Each test run gets its own dir so parallel | COMMENT |
| LOW | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 108 | // Step 1: Find unconstrained patterns | COMMENT |
| LOW⚡ | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 182 | // Step 2: generate permutations for base types | COMMENT |
| LOW⚡ | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 188 | // Step 3: generate permutations for vector/matrix sizes | COMMENT |
| LOW⚡ | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 198 | // Step 4: generate signature using permutations | COMMENT |
| LOW | …/engine/Stride.Rendering/Extensions/IndexExtensions.cs | 166 | // Step 2: prepare initial data | COMMENT |
| LOW | …e/Stride.Particles/ShapeBuilders/ShapeBuilderRibbon.cs | 416 | // Step 1 - Determine the origin of the ribbon | COMMENT |
| LOW | …e/Stride.Particles/ShapeBuilders/ShapeBuilderRibbon.cs | 434 | // Step 2 - Draw each particle, connecting it to the previous (front) position | COMMENT |
| LOW | …ne/Stride.Particles/ShapeBuilders/ShapeBuilderTrail.cs | 413 | // Step 2 - Draw each particle, connecting it to the previous (front) position | COMMENT |
| LOW | sources/engine/Stride.Engine/Engine/EntityExtensions.cs | 50 | // NOTE: This method is recursive. That might not be the best solution in case of deep entities. | COMMENT |
| LOW | deps/OculusOVR/Include/Extras/OVR_Math.h | 1523 | // NOTE: This function is a bad approximation of Slerp() | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | .github/actions/ai-release-notes/action.yml | 260 | # wraps it with the section scaffolding. Returns non-zero (no file) on failure. | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 108 | /// No-op when the detected name is already <c>MyTemplate</c> (e.g. NewGame scaffold case). | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 192 | // an external ProjectReference (e.g. the NewGame scaffold). | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 214 | // source name is already "MyTemplate" (NewGame scaffold case). | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 1149 | /// The source scaffold keeps real, buildable values; only the staged copy is tokenized. | STRING |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 1174 | // iOS Info.plist carries UISupportedInterfaceOrientations. The scaffold ships | STRING |
| MEDIUM | sources/templates/PackageReadme.md | 3 | C# project templates for [Stride](https://stride3d.net), an open-source 3D game engine. Use them to scaffold a new Strid | CODE |
| MEDIUM | sources/templates/PackageReadme.md | 3 | C# project templates for [Stride](https://stride3d.net), an open-source 3D game engine. Use them to scaffold a new Strid | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …Stride.Templates.Tests/StrideGameTemplateSmokeTests.cs | 77 | // Step 2: instantiate in an isolated workspace. Each test run gets its own dir so parallel | COMMENT |
| LOW | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 108 | // Step 1: Find unconstrained patterns | COMMENT |
| LOW⚡ | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 182 | // Step 2: generate permutations for base types | COMMENT |
| LOW⚡ | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 188 | // Step 3: generate permutations for vector/matrix sizes | COMMENT |
| LOW⚡ | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 198 | // Step 4: generate signature using permutations | COMMENT |
| LOW | …/engine/Stride.Rendering/Extensions/IndexExtensions.cs | 166 | // Step 2: prepare initial data | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | …aphics/Direct3D/SwapChainGraphicsPresenter.Direct3D.cs | 487 | // I've added the flip model check above because the previous logic wasn't enough, see issue #1770 | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …rticlesSample.Game/Materials/ParticleCustomMaterial.cs | 118 | // Don't forget to set the proper color space! | COMMENT |
| LOW | …r/Stride.Core.Assets.Editor/ViewModel/TagsViewModel.cs | 120 | // NOTE: the " (all)" string is used in the xaml file too, don't forget to update it if you change t | COMMENT |
| LOW | deps/OculusOVR/Include/OVR_Version.h | 21 | #define OVR_MAJOR_VERSION 1 // If you change these values then you need to also make sure to change LibOVR/Projects/W | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …dowsMixedReality/WindowsMixedRealityTouchController.cs | 162 | //TODO: implement this | COMMENT |
| LOW | …archyEditor/ViewModels/EntityHierarchyItemViewModel.cs | 49 | // TODO: implement a more robust folder grouping method that trims, etc. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | deps/OculusOVR/Include/OVR_CAPI.h | 168 | // Example usage: | COMMENT |
| LOW | deps/OculusOVR/Include/OVR_CAPI.h | 190 | // Example usage: | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | tests/enduser/Stride.Samples.Tests/Fixtures/GameMenu.cs | 20 | // text labels ('Hiro Nakamura', 'John Doe', HUD counters) leak around modal edges by a | COMMENT |
| LOW | samples/UI/GameMenu/GameMenu.Game/MainScript.cs | 24 | private const string DefaultName = "John Doe"; | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …ces/tests/Stride.ScreenshotComparator/models/export.py | 50 | CODE |