Stride (formerly Xenko), a free and open-source cross-platform C# game engine.
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.
Use each vector to guide manual verification of the underlying findings.
Can maintainers explain intent, assumptions, and trade-offs? 5533 finding(s).
Are imports declared and package/API names verified? 56 finding(s).
Are wrappers, guards, and repeated structures necessary? 31 finding(s).
Which changes need focused human review? 5620 finding(s).
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.
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.
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.
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.
| 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 | env: | 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/pr-screenshot-vision-gate.yml | 21 | vision-gate: | 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 | .github/actions/ai-release-notes/action.yml | 261 | linkify() { | COMMENT |
| LOW | …uncher/Stride.Launcher/ViewModels/NewsPageViewModel.cs | 41 | COMMENT | |
| LOW | …/launcher/Stride.Launcher/ViewModels/OpenWithOption.cs | 21 | } | COMMENT |
| LOW | …ride.Launcher/ViewModels/DocumentationPageViewModel.cs | 41 | /// </summary> | COMMENT |
| LOW | …tride.Launcher/ViewModels/StrideDevVersionViewModel.cs | 41 | /// <summary> | COMMENT |
| LOW | …ide.Launcher/ViewModels/StrideStoreVersionViewModel.cs | 121 | COMMENT | |
| LOW | …ncher/Stride.Launcher/ViewModels/ThemeVariantChoice.cs | 1 | // Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) | COMMENT |
| LOW | …r/Stride.Launcher/ViewModels/StrideVersionViewModel.cs | 41 | /// </summary> | COMMENT |
| LOW | …r/Stride.Launcher/ViewModels/StrideVersionViewModel.cs | 121 | /// Gets the minor number of this version. | COMMENT |
| LOW | …r/Stride.Launcher/ViewModels/StrideVersionViewModel.cs | 141 | /// Gets whether this version should be displayed. | COMMENT |
| LOW | …r/Stride.Launcher/ViewModels/StrideVersionViewModel.cs | 161 | /// <summary> | COMMENT |
| LOW | …her/Stride.Launcher/ViewModels/VsixVersionViewModel.cs | 41 | 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 | 121 | /// <summary> | COMMENT |
| LOW | …/Stride.Launcher/ViewModels/PackageVersionViewModel.cs | 161 | 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 | …urces/launcher/Stride.Cli/Core/StrideVersionManager.cs | 301 | // template package from an unrelated local source (e.g. the VS offline packages folder) is not picked up. | 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 |
| 5390 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 | …ore/Stride.Core.Design/Reflection/AssemblyContainer.cs | 183 | var hostAssembly = System.Runtime.Loader.AssemblyLoadContext.Default.Assemblies.FirstOrDefault(x => !x.IsDyn | 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 | sources/assets/Stride.Core.Assets/Package.cs | 1155 | ? System.Runtime.Loader.AssemblyLoadContext.Default.LoadFromAssemblyName(new System.Reflection.AssemblyN | 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 | 238 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 280 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { sphere, slope, goal }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 316 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 360 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { bodyA, staticA, bodyB, floor }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 393 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 450 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 482 | 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 | 50 | Stride.Core.Assets.Editor.Settings.InternalSettings.LoadingStartupSession.SetValue(false); | CODE |
| CRITICAL | sources/editor/Stride.GameStudio.AutoTesting/Program.cs | 51 | Stride.Core.Assets.Editor.Settings.InternalSettings.Save(); | CODE |
| CRITICAL | …e.Assets.Presentation.Wpf/StrideDefaultAssetsPlugin.cs | 225 | if (Stride.Core.Assets.Editor.Settings.EditorSettings.UseEffectCompilerServer.GetValue()) | CODE |
| CRITICAL | ….Wpf/AssetEditors/ScriptEditor/ScriptEditorSettings.cs | 26 | Stride.Core.Assets.Editor.Settings.EditorSettings.Save(); | CODE |
| CRITICAL | …entation.Wpf/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 | …ts.Presentation.Wpf/SceneEditor/SceneEditorSettings.cs | 155 | Stride.Core.Assets.Editor.Settings.EditorSettings.Save(); | CODE |
| CRITICAL | ….Presentation.Wpf/Templates/ScriptTemplateGenerator.cs | 109 | var ask = Stride.Core.Assets.Editor.Settings.EditorSettings.AskBeforeSavingNewScripts.GetValue(); | CODE |
| CRITICAL | ….Presentation.Wpf/Templates/ScriptTemplateGenerator.cs | 123 | Stride.Core.Assets.Editor.Settings.EditorSettings.AskBeforeSavingNewScripts.SetValue(false); | CODE |
| CRITICAL | ….Presentation.Wpf/Templates/ScriptTemplateGenerator.cs | 124 | Stride.Core.Assets.Editor.Settings.EditorSettings.Save(); | CODE |
| CRITICAL | …n.Wpf/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 | …de.Core.Assets.Editor.Wpf/Resources/Images.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …s.Editor.Wpf/Resources/Strings/KeyGestures.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …ion.Wpf/AssetEditors/Gizmos/GizmoResources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …entation.Wpf/Resources/Strings/KeyGestures.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | ….Wpf/Resources/Thumbnails/StaticThumbnails.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …ssets.Presentation.Wpf/Properties/Settings.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …sets.Presentation.Wpf/Properties/Resources.Designer.cs | 3 | // 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 | …ide.Editor.Wpf/Resources/DefaultThumbnails.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 | 59 | // ── 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 | 78 | # NativeCrashHandler (in the harness + Stride.Graphics.Regression) gates on | COMMENT |
| MEDIUM | .github/workflows/test-enduser.yml | 202 | # with the harness build above. | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 594 | // 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 | 341 | // 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 | …Editor.Wpf/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 | 79 | // 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 | 351 | # wraps it with the section scaffolding. Returns non-zero (no file) on failure. | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 109 | /// No-op when the detected name is already <c>MyTemplate</c> (e.g. NewGame scaffold case). | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 193 | // an external ProjectReference (e.g. the NewGame scaffold). | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 215 | // source name is already "MyTemplate" (NewGame scaffold case). | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 1172 | /// The source scaffold keeps real, buildable values; only the staged copy is tokenized. | STRING |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 1197 | // 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 | 79 | // 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 | 520 | // 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 | …ride.Core.Assets.Editor.Wpf/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 |